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{{Infobox creature |
{{Infobox creature |
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|games =FO3, FO3OA, FO3BS, FO3MZ |
|games =FO3, FO3OA, FO3BS, FO3MZ |
||
− | |mentions =FO3TP |
+ | |mentions =FO3TP, FO4 |
|image =FO3 super mutant.png |
|image =FO3 super mutant.png |
||
− | |variants =[[#Super mutant|Super mutant]]<br />[[#Super mutant brute|Super mutant brute]]<br />[[#Super mutant master|Super mutant master]]<br />[[#Super mutant overlord (Broken Steel)|Super mutant overlord]] {{ |
+ | |variants =[[#Super mutant|Super mutant]]<br />[[#Super mutant brute|Super mutant brute]]<br />[[#Super mutant master|Super mutant master]]<br />[[#Super mutant overlord (Broken Steel)|Super mutant overlord]] {{Icon|FO3BS|link=Broken Steel}}<br />[[#Super mutant behemoth|Super mutant behemoth]] |
|location =[[Capital Wasteland]] |
|location =[[Capital Wasteland]] |
||
|actor =[[Wes Johnson]] |
|actor =[[Wes Johnson]] |
||
|dialogue =[[AudioTemplateSuperMutant.txt]] |
|dialogue =[[AudioTemplateSuperMutant.txt]] |
||
|footer =[[File:FO3 super mutants line-up.png|240px]]<br />All 5 Vault 87 super mutant variants<br />Left to right: regular, brute, master, overlord and behemoth.<br />[[File:Npc supermutantbehemoth tauntdemo.ogg|noicon]]<br />Behemoth taunt demo |
|footer =[[File:FO3 super mutants line-up.png|240px]]<br />All 5 Vault 87 super mutant variants<br />Left to right: regular, brute, master, overlord and behemoth.<br />[[File:Npc supermutantbehemoth tauntdemo.ogg|noicon]]<br />Behemoth taunt demo |
||
− | }}{{Games|FO3|FO3OA||FO3TP|FO3BS|FO3MZ}} |
+ | }}{{Games|FO3|FO3OA||FO3TP|FO3BS|FO3MZ|FO4}} |
{{Rotating content |
{{Rotating content |
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}} |
}} |
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− | '''Vault 87 super mutants''' or '''East Coast super mutants''' are the variant of super mutant found throughout the [[Capital Wasteland]] in [[Timeline#2277|2277]]. In ''Fallout 3'', there are four variations of the super mutant, with an additional |
+ | '''Vault 87 super mutants''' or '''East Coast super mutants''' are the variant of [[super mutant]] found throughout the [[Capital Wasteland]] in [[Timeline#2277|2277]]. In ''Fallout 3'', there are four basic variations of the super mutant, with an additional one introduced with the ''[[Broken Steel]]'' add-on. |
==Background== |
==Background== |
||
− | These super mutants were created in the "[[Evolutionary Experimentation Program]] |
+ | These super mutants were created in the "[[Evolutionary Experimentation Program]]," the experiment assigned to [[Vault 87]]. The modified strain of [[Forced Evolutionary Virus|FEV]] used to create these super mutants resulted in a new strain of super mutants which, in addition to becoming sterile, grew larger and stronger as they aged. |
− | The first super mutants of this variety were created in [[Timeline#2078|2078]], becoming a permanent feature of the Capital Wasteland |
+ | The first super mutants of this variety were created in [[Timeline#2078|2078]], becoming a permanent feature of the Capital Wasteland: too dumb to overrun it, but too strong to die off.<ref>''Fallout 3'' Strategy Guide</ref> By 2277 the Vault 87 mutants organized into a massive army, occupying most of the D.C. ruins, erecting outposts and prison camps, and killing or capturing any humans they came across. The East Coast Brotherhood of Steel was just barely able to hold them back from overrunning the entire area. |
==Characteristics== |
==Characteristics== |
||
===Biology=== |
===Biology=== |
||
− | Like all super mutants, the Vault 87 variant appear to be powerfully-built, hairless humanoids standing |
+ | Like all super mutants, the specimens of the Vault 87 variant appear to be powerfully-built, hairless humanoids standing approximately eight feet tall (2.44 m) and clad in heavy armor made from car parts and scrap metal. They differ from their [[Mariposa super mutant|Western counterparts]] in that they possess a yellow-green skin color, as opposed to the green or blue colors of their western cousins, as well as thick, bulging veins. They are also generally less intelligent and more aggressive, however, they appear more healthy and genetically stable, as they are never seen with any cybernetic implants or fleshy body deformations. However, unlike their distant cousins, they retain less of their humanity after transformation and do not appear to display any distinguishing features from their former lives. Every super mutant speaks in a deep, guttural voice that emphasizes each syllable due to their mouths being permanently stuck in a tight, angry sneer. Also, as [[Fawkes]] demonstrates when retrieving the [[Garden of Eden Creation Kit|GECK]] in Vault 87, they are highly resistant to radiation. |
− | During exploration of Vault 87, information from [[Vault 87 terminal entries|terminal entries]] reveals more about the process that humans go through to become super mutants. When exposed to the specific strain of FEV found there, muscular and skeletal systems develop rapidly while mental faculties diminish. Like other super mutants, despite having a build similar to a muscular human male, they completely lack functioning genitals, relying on FEV vats to create more super mutants. Another unique trait of the Vault 87 super mutants is that they grow larger as they grow older, and can range from eight (2.44 m) to at least twenty feet (6 m) in height; the largest are known as "behemoths." These behemoths seem to be even less intelligent than their smaller brethren, talking only in echoing roars and blindly destroying everything in their path, acting more like an unfettered beast than a soldier. |
+ | During the exploration of Vault 87, information from [[Vault 87 terminal entries|terminal entries]] reveals more about the process that humans go through to become super mutants. When exposed to the specific strain of FEV found there, muscular and skeletal systems develop rapidly while mental faculties diminish. Like other super mutants, despite having a build similar to a muscular [[human]] male, they completely lack functioning genitals, relying on FEV vats to create more super mutants. Another unique trait of the Vault 87 super mutants is that they grow larger as they grow older, and can range from eight (2.44 m) to at least twenty feet (6 m) in height; the largest are known as "behemoths." These behemoths seem to be even less intelligent than their smaller brethren, talking only in echoing roars and blindly destroying everything in their path, acting more like an unfettered beast than a soldier. |
− | Despite their apparent lack of intelligence, the mutants are somehow able to organize themselves into a coordinated army (as evident from numerous raids). It seems likely that "might makes right" and those older and larger mutants who can still think somewhat coherently are in charge. They have also procured large amounts of advanced weapons, ammunition, equipment and maintain the FEV infrastructure necessary to transform humans to increase their numbers. |
+ | Despite their apparent lack of intelligence, the mutants are somehow able to organize themselves into a coordinated army (as evident from numerous raids). It seems likely that "might makes right" and those older and larger mutants who can still think somewhat coherently are in charge. They have also procured large amounts of advanced weapons, [[Fallout 3 ammunition|ammunition]], equipment and maintain the FEV infrastructure necessary to transform humans to increase their numbers. No central leadership is ever shown, and aside from unnamed masters and overlords the player character never meets a named mutant leader or governing body in the game, unlike in west coast ''Fallout'' games. |
− | In the ruins of D.C., the super mutants are primarily looking for human captives |
+ | In the ruins of D.C., the super mutants are primarily looking for human captives to expand their army, as well as a new source of FEV; as a conversation between two super mutants in Vault 87 reveals that they are running out of "green stuff." They also appear to eat humans, as evidenced by the [[gore bag]]s often found in their camps, as well as their threats of eating the Lone Wanderer's corpse often shouted during combat. |
===Gameplay attributes=== |
===Gameplay attributes=== |
||
Despite their seemingly low intelligence, super mutants can sometimes employ effective military tactics. Melee-armed mutants will move in to engage their victims while those behind them take pot-shots with ranged weapons. Super mutants armed with [[Frag grenade (Fallout 3)|grenades]] will often use them without regard for any fellow mutants that might be caught in the blast radius. |
Despite their seemingly low intelligence, super mutants can sometimes employ effective military tactics. Melee-armed mutants will move in to engage their victims while those behind them take pot-shots with ranged weapons. Super mutants armed with [[Frag grenade (Fallout 3)|grenades]] will often use them without regard for any fellow mutants that might be caught in the blast radius. |
||
− | When encountered at lower levels, super mutants are usually in groups of two or three, accompanied by one or two [[Centaur (Fallout 3)|centaurs]], often employed as a sort of a rudimentary attack dog. At higher levels they can be found in groups of three to five, with a few centaurs acting as their watch dogs. |
+ | When encountered at lower levels, super mutants are usually in groups of two or three, accompanied by one or two [[Centaur (Fallout 3)|centaurs]], often employed as a sort of a rudimentary attack dog. At higher levels, they can be found in groups of three to five, with a few centaurs acting as their watch dogs. |
==Variants== |
==Variants== |
||
===Super mutant=== |
===Super mutant=== |
||
[[File:FO3 super mutant.png|120x120px|right]] |
[[File:FO3 super mutant.png|120x120px|right]] |
||
− | These are the youngest and weakest of the Capital Wasteland super mutants. They are usually encountered in groups of two or three, led by |
+ | These are the youngest and weakest of the Capital Wasteland super mutants. They are usually encountered in groups of two or three, led by the strongest one. Regular super mutants have almost twice as much health as most standard human non-player characters, but this is somewhat offset by their lack of body armor, thus they are a fairly easy opponent for mid-level player characters. Some of their prime locations are the [[GNR building plaza]], the [[The Mall|National mall]], [[the Capitol building]], the [[Statesman Hotel]], the [[National Archives]] and [[Falls Church]]. They can also be found aboard [[Zeta|Mothership Zeta]] in stasis chambers. Freeing them will prompt their hostility. |
{{Stats creature FO3|start}} |
{{Stats creature FO3|start}} |
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|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (4 {{ |
+ | |attack1 =Melee (4 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Hunting rifle (Fallout 3)|Hunting rifle]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (4 {{ |
+ | |attack1 =Melee (4 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Hunting rifle (Fallout 3)|Hunting rifle]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (4 {{ |
+ | |attack1 =Melee (4 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Nail board (Fallout 3)|Nail board]] |
− | * {{ |
+ | * {{Icon|dead}} [[Frag grenade (Fallout 3)|Frag grenades]] |
}} |
}} |
||
{{Stats creature FO3|end}} |
{{Stats creature FO3|end}} |
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|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (5 {{ |
+ | |attack1 =Melee (5 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Assault rifle (Fallout 3)|Assault rifle]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (5 {{ |
+ | |attack1 =Melee (5 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Sledgehammer (Fallout 3)|Sledgehammer]] |
− | * {{ |
+ | * {{Icon|dead}} [[Frag grenade (Fallout 3)|Frag grenades]] |
}} |
}} |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
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− | |attack1 =Melee (5 {{ |
+ | |attack1 =Melee (5 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Sledgehammer (Fallout 3)|Sledgehammer]] |
− | * {{ |
+ | * {{Icon|dead}} [[Frag grenade (Fallout 3)|Frag grenades]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (5 {{ |
+ | |attack1 =Melee (5 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Minigun (Fallout 3)|Minigun]] |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Missile launcher (Fallout 3)|Missile launcher]] |
}} |
}} |
||
{{Stats creature FO3|end}} |
{{Stats creature FO3|end}} |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Chinese assault rifle (Fallout 3)|Chinese assault rifle]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
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− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Sledgehammer (Fallout 3)|Sledgehammer]] |
− | * {{ |
+ | * {{Icon|dead}} [[Frag grenade (Fallout 3)|Frag grenades]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Missile launcher (Fallout 3)|Missile launcher]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
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− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Minigun (Fallout 3)|Minigun]] |
}} |
}} |
||
{{Stats creature FO3|end}} |
{{Stats creature FO3|end}} |
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===Super mutant overlord (''Broken Steel'')=== |
===Super mutant overlord (''Broken Steel'')=== |
||
[[File:Super mutant overlord.png|right|150x150px]] |
[[File:Super mutant overlord.png|right|150x150px]] |
||
− | The super mutant overlords are variants added to the game in ''[[Broken Steel]]''. They are aged, even more powerful than super mutant masters, and much harder to bring down. Super mutant overlords appear to be evolving into behemoths |
+ | The super mutant overlords are variants added to the game in ''[[Broken Steel]]''. They are aged, even more powerful than super mutant masters, and much harder to bring down. Super mutant overlords appear to be evolving into behemoths and are about halfway between the normal super mutants and behemoths in size. Their intelligence (in comparison with other types of super mutants) is questionable, but they are smart enough to wield [[Energy Weapons]] with some degree of skill. Sometimes, they are seen leading groups of other super mutants, although they are more frequently seen in pairs, if not completely alone. Overlords also have a 40 unblockable damage bonus when attacking with a [[Tri-beam laser rifle (Broken Steel)|tri-beam laser rifle]] and a +25 damage bonus when attacking with a special version of a [[Super sledge (Fallout 3)|super sledge]]. When carrying an [[Assault rifle (Fallout 3)|assault rifle]] or a [[Chinese assault rifle (Fallout 3)|Chinese assault rifle]], they use a one-handed pistol animation. They have a good chance of dropping above-average loot such as [[Stimpak (Fallout 3)|stimpaks]], [[Mini nuke (Fallout 3)|mini nukes]] and [[Purified water (Fallout 3)|purified water]]. |
{{Stats creature FO3|start}} |
{{Stats creature FO3|start}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
||
− | |name =Super mutant overlord {{ |
+ | |name =Super mutant overlord {{Icon|FO3BS|link=Broken Steel}} |
|base id ={{DLC ID|00626e}} |
|base id ={{DLC ID|00626e}} |
||
|level =12 |
|level =12 |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
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− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Gatling laser (Fallout 3)|Gatling laser]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
||
− | |name =Super mutant overlord {{ |
+ | |name =Super mutant overlord {{Icon|FO3BS|link=Broken Steel}} |
|base id ={{DLC ID|001041}} |
|base id ={{DLC ID|001041}} |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
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− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Tri-beam laser rifle (Broken Steel)|Tri-beam laser rifle]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
||
− | |name =Super mutant overlord {{ |
+ | |name =Super mutant overlord {{Icon|FO3BS|link=Broken Steel}} |
|base id ={{DLC ID|001042}} |
|base id ={{DLC ID|001042}} |
||
|level =12 |
|level =12 |
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|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Super sledge (Fallout 3)|Super sledge]] |
− | * {{ |
+ | * {{Icon|dead}} [[Frag grenade (Fallout 3)|Frag grenades]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
||
− | |name =Super mutant overlord {{ |
+ | |name =Super mutant overlord {{Icon|FO3BS|link=Broken Steel}} |
|base id ={{DLC ID|001047}} |
|base id ={{DLC ID|001047}} |
||
|level =12 |
|level =12 |
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|confidence =4 |
|confidence =4 |
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|assistance =2 |
|assistance =2 |
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− | |attack1 =Melee (6 {{ |
+ | |attack1 =Melee (6 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resistance 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Missile launcher (Fallout 3)|Missile launcher]] |
}} |
}} |
||
{{Stats creature FO3|end}} |
{{Stats creature FO3|end}} |
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===Super mutant behemoth=== |
===Super mutant behemoth=== |
||
[[File:FO3 super mutant behemoth.png|right|180x180px]] |
[[File:FO3 super mutant behemoth.png|right|180x180px]] |
||
− | Towering above any player character, at about 20 feet tall, the behemoths are the greatest threat to humanity found among the [[super mutant]]s. There are only five behemoths to be found in the game, although reports of their sightings continue through dialogue amongst the [[Brotherhood of Steel ( |
+ | Towering above any player character, at about 20 feet tall, the behemoths are the greatest threat to humanity found among the [[super mutant]]s. There are only five behemoths to be found in the game, although reports of their sightings continue through dialogue amongst the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]]. |
− | These super mutants are the oldest and strongest of their kind. As well as being many times larger than any other humanoid creature, they are no longer capable of intelligent speech, due to brain degradation; they make monstrous roars instead. They are usually armed with an oversized [[Fire hydrant (weapon)|fire hydrant]], still mounted on a large water pipe. Other than that, they also use their enormous fists in fight. 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 backs, used to carry off captured humans to be mutated or devoured later. |
+ | These super mutants are the oldest and strongest of their kind. As well as being many times larger than any other humanoid creature, they are no longer capable of intelligent speech, due to brain degradation; they make monstrous roars instead. They are usually armed with an oversized [[Fire hydrant (weapon)|fire hydrant]], still mounted on a large water pipe. Other than that, they also use their enormous fists in a fight. 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 backs, used to carry off captured humans to be mutated or devoured later. |
Killing all five behemoths will unlock the [[Fallout 3 achievements and trophies|achievement/trophy]], [[The Bigger They Are...]] |
Killing all five behemoths will unlock the [[Fallout 3 achievements and trophies|achievement/trophy]], [[The Bigger They Are...]] |
||
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|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (33 {{ |
+ | |attack1 =Melee (33 {{Icon|damage}}) |
− | |attack2 =Fire hydrant (100 {{ |
+ | |attack2 =Fire hydrant (100 {{Icon|damage}}) |
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resist. 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Fire hydrant (weapon)|Fire hydrant]] |
− | * {{ |
+ | * {{Icon|dead}} Various ammunition, chems, caps |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
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|assistance =0 |
|assistance =0 |
||
− | |attack1 =Melee (33 {{ |
+ | |attack1 =Melee (33 {{Icon|damage}}) |
|attack2 = |
|attack2 = |
||
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resist. 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Bottle cap (Fallout 3)|Bottle caps]] |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (33 {{ |
+ | |attack1 =Melee (33 {{Icon|damage}}) |
− | |attack2 =Fire hydrant (100 {{ |
+ | |attack2 =Fire hydrant (100 {{Icon|damage}}) |
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resist. 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Fire hydrant (weapon)|Fire hydrant]] |
− | * {{ |
+ | * {{Icon|dead}} Various ammunition, chems, caps |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
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|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (33 {{ |
+ | |attack1 =Melee (33 {{Icon|damage}}) |
− | |attack2 =Fire hydrant (100 {{ |
+ | |attack2 =Fire hydrant (100 {{Icon|damage}}) |
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resist. 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Fire hydrant (weapon)|Fire hydrant]] |
− | * {{ |
+ | * {{Icon|dead}} Various ammunition, chems, caps |
}} |
}} |
||
{{Stats creature FO3|row |
{{Stats creature FO3|row |
||
Line 413: | Line 413: | ||
|confidence =4 |
|confidence =4 |
||
|assistance =2 |
|assistance =2 |
||
− | |attack1 =Melee (33 {{ |
+ | |attack1 =Melee (33 {{Icon|damage}}) |
− | |attack2 =Fire hydrant (100 {{ |
+ | |attack2 =Fire hydrant (100 {{Icon|damage}}) |
− | |ability1 ={{ |
+ | |ability1 ={{Icon|radiation|link=radiation}} Radiation resist. 100% |
− | |items =* {{ |
+ | |items =* {{Icon|dead}} [[Fire hydrant (weapon)|Fire hydrant]] |
− | * {{ |
+ | * {{Icon|dead}} Various ammunition, chems, caps |
}} |
}} |
||
{{Stats creature FO3|end}} |
{{Stats creature FO3|end}} |
||
Line 430: | Line 430: | ||
* '''[[Picking Up the Trail]]''' |
* '''[[Picking Up the Trail]]''' |
||
* '''[[The American Dream]]''' |
* '''[[The American Dream]]''' |
||
− | * '''[[Aiding the Outcasts]]''' {{ |
+ | * '''[[Aiding the Outcasts]]''' {{Icon|FO3OA}} |
* [[Big Trouble in Big Town]] |
* [[Big Trouble in Big Town]] |
||
* [[Head of State]] |
* [[Head of State]] |
||
* [[Reilly's Rangers (quest)|Reilly's Rangers]] |
* [[Reilly's Rangers (quest)|Reilly's Rangers]] |
||
* [[Stealing Independence]] |
* [[Stealing Independence]] |
||
− | * ''[[Blood Brotherhood]]'' {{ |
+ | * ''[[Blood Brotherhood]]'' {{Icon|FO3BS}} |
* ''[[The Lost Initiate]]'' |
* ''[[The Lost Initiate]]'' |
||
* ''[[Searching for Cheryl]]'' |
* ''[[Searching for Cheryl]]'' |
||
}} |
}} |
||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | * [[Shephard]] |
||
==Territory== |
==Territory== |
||
Super mutant territory tends to be marked with spiked scrap metal structures and spires, along with mutilated human corpses and the bagged-up remains of their limbs and organs. The super mutants have almost entirely conquered the entire downtown region, and hold small pockets of territory in the midwest and northwest areas of the Capital Wasteland. They also hold a small amount of locations dotted throughout the other regions of the wasteland. |
Super mutant territory tends to be marked with spiked scrap metal structures and spires, along with mutilated human corpses and the bagged-up remains of their limbs and organs. The super mutants have almost entirely conquered the entire downtown region, and hold small pockets of territory in the midwest and northwest areas of the Capital Wasteland. They also hold a small amount of locations dotted throughout the other regions of the wasteland. |
||
− | === |
+ | ===Washington, D.C. ruins=== |
− | ====Washington, D.C. ruins==== |
||
* Arlington district |
* Arlington district |
||
− | ** [[Arlington Memorial bridge]] |
||
** [[Anchorage Memorial]] riverside (prisoner camp) |
** [[Anchorage Memorial]] riverside (prisoner camp) |
||
** [[Citadel]] (small skirmish teams alongside the outer walls) |
** [[Citadel]] (small skirmish teams alongside the outer walls) |
||
+ | ** [[Francis Scott Key Bridge]] |
||
** [[Irradiated metro]] topside |
** [[Irradiated metro]] topside |
||
* [[Anacostia Crossing]] district (under siege by [[Rivet City]] and [[Wastelander (Fallout 3)|wastelanders]]) |
* [[Anacostia Crossing]] district (under siege by [[Rivet City]] and [[Wastelander (Fallout 3)|wastelanders]]) |
||
Line 459: | Line 453: | ||
** [[Super mutant bonfire]] (prisoner camp) |
** [[Super mutant bonfire]] (prisoner camp) |
||
* [[Bailey's Crossroads]] district (under siege by [[Brotherhood Outcasts]]) |
* [[Bailey's Crossroads]] district (under siege by [[Brotherhood Outcasts]]) |
||
− | * [[Chevy Chase]] district (under siege by the [[Brotherhood of Steel ( |
+ | * [[Chevy Chase]] district (under siege by the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]]) |
− | * [[Falls Church]] district (under siege by the |
+ | * [[Falls Church]] district (under siege by the Brotherhood of Steel) |
* [[Farragut West Metro station|Farragut]] (under siege by [[Megaton]] and [[Wastelander (Fallout 3)|wastelanders]]) |
* [[Farragut West Metro station|Farragut]] (under siege by [[Megaton]] and [[Wastelander (Fallout 3)|wastelanders]]) |
||
* [[Georgetown]] district |
* [[Georgetown]] district |
||
* [[L'Enfant]] district |
* [[L'Enfant]] district |
||
− | * [[The Mall]] district (under siege by [[Talon Company]], the |
+ | * [[The Mall]] district (under siege by [[Talon Company]], the Brotherhood of Steel, and other wasteland groups) |
** [[The Capitol building]] |
** [[The Capitol building]] |
||
** [[Museum station]] |
** [[Museum station]] |
||
Line 470: | Line 464: | ||
** [[National Archives]] |
** [[National Archives]] |
||
* [[Mason District]] |
* [[Mason District]] |
||
− | * [[Pennsylvania Avenue]] district (under siege by the |
+ | * [[Pennsylvania Avenue]] district (under siege by the Brotherhood of Steel) |
* [[Seward Square]] district (under siege by [[Talon Company]]) |
* [[Seward Square]] district (under siege by [[Talon Company]]) |
||
* [[Takoma Park]] district (under siege by [[Talon Company]]) |
* [[Takoma Park]] district (under siege by [[Talon Company]]) |
||
* [[Vernon Square]] district |
* [[Vernon Square]] district |
||
− | + | ===Outer wasteland=== |
|
* [[Broadcast tower KT8]] |
* [[Broadcast tower KT8]] |
||
* [[Calverton]] (ambush site) |
* [[Calverton]] (ambush site) |
||
Line 489: | Line 483: | ||
* [[Vault 87]] and the surrounding countryside (headquarters and [[Forced Evolutionary Virus|FEV]] conversion center, later cleared out by the [[Lone Wanderer]] and the [[Enclave]]) |
* [[Vault 87]] and the surrounding countryside (headquarters and [[Forced Evolutionary Virus|FEV]] conversion center, later cleared out by the [[Lone Wanderer]] and the [[Enclave]]) |
||
** [[Murder Pass]] |
** [[Murder Pass]] |
||
+ | |||
⚫ | |||
⚫ | |||
⚫ | |||
==Notes== |
==Notes== |
||
Line 497: | Line 495: | ||
* Informing [[Owyn Lyons|Elder Lyons]] that the super mutants originated from Vault 87 grants some positive karma and XP. |
* Informing [[Owyn Lyons|Elder Lyons]] that the super mutants originated from Vault 87 grants some positive karma and XP. |
||
* After ''[[Broken Steel]]'' is installed, super mutants become rarer, and finding them will take some effort outside of spawning areas. Some super mutants can be heard talking that the "bucket heads" have been killing too many of them, this being their nickname for the [[Brotherhood of Steel]] and/or [[Enclave]]. |
* After ''[[Broken Steel]]'' is installed, super mutants become rarer, and finding them will take some effort outside of spawning areas. Some super mutants can be heard talking that the "bucket heads" have been killing too many of them, this being their nickname for the [[Brotherhood of Steel]] and/or [[Enclave]]. |
||
− | * According to concept art, there were originally three classes: |
+ | * According to concept art, there were originally three classes: grunt, spinebreaker and behemoth. |
* Super mutants are never seen sleeping, despite [[makeshift bedding]] often being seen in their encampments. |
* Super mutants are never seen sleeping, despite [[makeshift bedding]] often being seen in their encampments. |
||
* The reason why the [[Fire hydrant (weapon)|fire hydrant]] and the shield made by a car door of the behemoth are so unrealistically big is that the in-game model of the behemoth is not the originally intended size, and so when the resize was made, those parts are made bigger than normal. |
* The reason why the [[Fire hydrant (weapon)|fire hydrant]] and the shield made by a car door of the behemoth are so unrealistically big is that the in-game model of the behemoth is not the originally intended size, and so when the resize was made, those parts are made bigger than normal. |
||
Line 515: | Line 513: | ||
==Appearances== |
==Appearances== |
||
− | Vault 87 super mutants appear in ''[[Fallout 3]]'' and its [[Fallout 3 add-ons|add-ons]] ''[[Operation: Anchorage (add-on)|Operation: Anchorage]]'', ''[[Broken Steel]]'' and ''[[Mothership Zeta (add-on)|Mothership Zeta]]'', but only in its [[cryo lab]]. They are mentioned in ''[[The Pitt (add-on)|The Pitt]]'' during a conversation with [[Midea]]. |
+ | Vault 87 super mutants appear in ''[[Fallout 3]]'' and its [[Fallout 3 add-ons|add-ons]] ''[[Operation: Anchorage (add-on)|Operation: Anchorage]]'', ''[[Broken Steel]]'' and ''[[Mothership Zeta (add-on)|Mothership Zeta]]'', but only in its [[cryo lab]]. They are mentioned in ''[[The Pitt (add-on)|The Pitt]]'' during a conversation with [[Midea]] as well as in ''[[Fallout 4]]'' by [[Danse]]. |
==Bugs== |
==Bugs== |
||
− | * {{Platforms|pc |
+ | * {{Platforms|pc,ps3,xbox360}} Occasionally, super mutant brutes, masters and overlords may appear merely labeled as a "super mutant," but still have the same health and equipment of brutes/masters/overlords.{{Verify|verified}} |
− | * {{Platforms|pc |
+ | * {{Platforms|pc,ps3,xbox360}} Super mutants may not acknowledge the player no matter how close he/she gets to it.{{Verify|verified}} |
− | * {{Platforms| |
+ | * {{Platforms|pc,ps3}} Occasionally, when battling a super mutant master who's equipped with a minigun the game controls will momentarily freeze while the player character continues to take damage. This has the potential to lead to character death.{{Verify|verified}} |
==Gallery== |
==Gallery== |
||
Line 547: | Line 545: | ||
SuperMutantCA7.jpg |
SuperMutantCA7.jpg |
||
SuperMutantCA8.jpg|Scale of super mutants |
SuperMutantCA8.jpg|Scale of super mutants |
||
− | SuperMutantCA9.jpg|Super mutant with a [[shishkebab]] |
+ | SuperMutantCA9.jpg|Super mutant with a [[Shishkebab (Fallout 3)|shishkebab]] |
SuperMutantCA10.jpg |
SuperMutantCA10.jpg |
||
SuperMutantCA11.jpg |
SuperMutantCA11.jpg |
||
Line 583: | Line 581: | ||
</gallery> |
</gallery> |
||
+ | {{RT}} |
||
− | ==References== |
||
− | {{References}} |
||
{{Navbox creatures}} |
{{Navbox creatures}} |
||
Line 591: | Line 588: | ||
[[Category:Super mutants]] |
[[Category:Super mutants]] |
||
[[Category:Fallout 3 creatures]] |
[[Category:Fallout 3 creatures]] |
||
+ | [[Category:Broken Steel creatures]] |
||
+ | [[Category:Fauna]] |
||
[[de:Vault 87 Supermutant]] |
[[de:Vault 87 Supermutant]] |
||
[[es:Supermutante del Refugio 87]] |
[[es:Supermutante del Refugio 87]] |
||
[[hu:Vault 87 Szuper Mutánsok]] |
[[hu:Vault 87 Szuper Mutánsok]] |
||
+ | [[pl:Supermutant (Krypta 87)]] |
||
[[ru:Супермутант (Fallout 3)]] |
[[ru:Супермутант (Fallout 3)]] |
||
[[uk:Супермутант (Fallout 3)]] |
[[uk:Супермутант (Fallout 3)]] |
Revision as of 21:36, 21 January 2020
For general information about all super mutants, see super mutant. |
Vault 87 super mutants or East Coast super mutants are the variant of super mutant found throughout the Capital Wasteland in 2277. In Fallout 3, there are four basic variations of the super mutant, with an additional one introduced with the Broken Steel add-on.
Background
These super mutants were created in the "Evolutionary Experimentation Program," the experiment assigned to Vault 87. The modified strain of FEV used to create these super mutants resulted in a new strain of super mutants which, in addition to becoming sterile, grew larger and stronger as they aged.
The first super mutants of this variety were created in 2078, becoming a permanent feature of the Capital Wasteland: too dumb to overrun it, but too strong to die off.[1] By 2277 the Vault 87 mutants organized into a massive army, occupying most of the D.C. ruins, erecting outposts and prison camps, and killing or capturing any humans they came across. The East Coast Brotherhood of Steel was just barely able to hold them back from overrunning the entire area.
Characteristics
Biology
Like all super mutants, the specimens of the Vault 87 variant appear to be powerfully-built, hairless humanoids standing approximately eight feet tall (2.44 m) and clad in heavy armor made from car parts and scrap metal. They differ from their Western counterparts in that they possess a yellow-green skin color, as opposed to the green or blue colors of their western cousins, as well as thick, bulging veins. They are also generally less intelligent and more aggressive, however, they appear more healthy and genetically stable, as they are never seen with any cybernetic implants or fleshy body deformations. However, unlike their distant cousins, they retain less of their humanity after transformation and do not appear to display any distinguishing features from their former lives. Every super mutant speaks in a deep, guttural voice that emphasizes each syllable due to their mouths being permanently stuck in a tight, angry sneer. Also, as Fawkes demonstrates when retrieving the GECK in Vault 87, they are highly resistant to radiation.
During the exploration of Vault 87, information from terminal entries reveals more about the process that humans go through to become super mutants. When exposed to the specific strain of FEV found there, muscular and skeletal systems develop rapidly while mental faculties diminish. Like other super mutants, despite having a build similar to a muscular human male, they completely lack functioning genitals, relying on FEV vats to create more super mutants. Another unique trait of the Vault 87 super mutants is that they grow larger as they grow older, and can range from eight (2.44 m) to at least twenty feet (6 m) in height; the largest are known as "behemoths." These behemoths seem to be even less intelligent than their smaller brethren, talking only in echoing roars and blindly destroying everything in their path, acting more like an unfettered beast than a soldier.
Despite their apparent lack of intelligence, the mutants are somehow able to organize themselves into a coordinated army (as evident from numerous raids). It seems likely that "might makes right" and those older and larger mutants who can still think somewhat coherently are in charge. They have also procured large amounts of advanced weapons, ammunition, equipment and maintain the FEV infrastructure necessary to transform humans to increase their numbers. No central leadership is ever shown, and aside from unnamed masters and overlords the player character never meets a named mutant leader or governing body in the game, unlike in west coast Fallout games.
In the ruins of D.C., the super mutants are primarily looking for human captives to expand their army, as well as a new source of FEV; as a conversation between two super mutants in Vault 87 reveals that they are running out of "green stuff." They also appear to eat humans, as evidenced by the gore bags often found in their camps, as well as their threats of eating the Lone Wanderer's corpse often shouted during combat.
Gameplay attributes
Despite their seemingly low intelligence, super mutants can sometimes employ effective military tactics. Melee-armed mutants will move in to engage their victims while those behind them take pot-shots with ranged weapons. Super mutants armed with grenades will often use them without regard for any fellow mutants that might be caught in the blast radius.
When encountered at lower levels, super mutants are usually in groups of two or three, accompanied by one or two centaurs, often employed as a sort of a rudimentary attack dog. At higher levels, they can be found in groups of three to five, with a few centaurs acting as their watch dogs.
Variants
Super mutant
These are the youngest and weakest of the Capital Wasteland super mutants. They are usually encountered in groups of two or three, led by the strongest one. Regular super mutants have almost twice as much health as most standard human non-player characters, but this is somewhat offset by their lack of body armor, thus they are a fairly easy opponent for mid-level player characters. Some of their prime locations are the GNR building plaza, the National mall, the Capitol building, the Statesman Hotel, the National Archives and Falls Church. They can also be found aboard Mothership Zeta in stasis chambers. Freeing them will prompt their hostility.
Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
---|---|---|---|---|---|---|---|---|
Super mutant 0001CF93 |
|
| ||||||
Super mutant 00023B56 000513EE |
|
| ||||||
Super mutant 0003A147 |
|
|
Super mutant brute
Super mutant brutes are stronger and tougher opponents than regular super mutants, as they are better armed and armored. They are most commonly seen once the player character reaches a higher level. Brutes are easily distinguished by their galea-like metal helmets and crudely stylized metal armor.
Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
---|---|---|---|---|---|---|---|---|
Super mutant brute 00027FB3 |
|
| ||||||
Super mutant brute 00027FB6 |
|
| ||||||
Super mutant brute 0003A148 000513F1 |
|
| ||||||
Super mutant brute 00092C49 00092C4F |
|
|
Super mutant master
Until Broken Steel is installed, super mutant masters are considered to be the group leaders of the mutant bands which plague the Capital Wasteland. They have more Hit Points than most "common" super mutants. They are discernible by their armor, which appears to consist of what resembles black tubing that wraps around their lower and upper body and something like a fighter pilot helmet. A gas mask is strapped to their left shoulder, possibly acting as a makeshift pauldron. They are generally never alone and are usually accompanied by one or two brutes.
Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
---|---|---|---|---|---|---|---|---|
Super mutant master 00092C4D |
|
| ||||||
Super mutant master 00092C4E |
|
| ||||||
Super mutant master 0003A149 |
|
| ||||||
Super mutant master 00027FB2 |
|
|
Super mutant overlord (Broken Steel)
The super mutant overlords are variants added to the game in Broken Steel. They are aged, even more powerful than super mutant masters, and much harder to bring down. Super mutant overlords appear to be evolving into behemoths and are about halfway between the normal super mutants and behemoths in size. Their intelligence (in comparison with other types of super mutants) is questionable, but they are smart enough to wield Energy Weapons with some degree of skill. Sometimes, they are seen leading groups of other super mutants, although they are more frequently seen in pairs, if not completely alone. Overlords also have a 40 unblockable damage bonus when attacking with a tri-beam laser rifle and a +25 damage bonus when attacking with a special version of a super sledge. When carrying an assault rifle or a Chinese assault rifle, they use a one-handed pistol animation. They have a good chance of dropping above-average loot such as stimpaks, mini nukes and purified water.
Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
---|---|---|---|---|---|---|---|---|
Super mutant overlord xx00626E |
|
| ||||||
Super mutant overlord xx001041 |
|
| ||||||
Super mutant overlord xx001042 |
|
| ||||||
Super mutant overlord xx001047 |
|
|
Super mutant behemoth
Towering above any player character, at about 20 feet tall, the behemoths are the greatest threat to humanity found among the super mutants. There are only five behemoths to be found in the game, although reports of their sightings continue through dialogue amongst the Brotherhood of Steel.
These super mutants are the oldest and strongest of their kind. As well as being many times larger than any other humanoid creature, they are no longer capable of intelligent speech, due to brain degradation; they make monstrous roars instead. They are usually armed with an oversized fire hydrant, still mounted on a large water pipe. Other than that, they also use their enormous fists in a fight. 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 backs, used to carry off captured humans to be mutated or devoured later.
Killing all five behemoths will unlock the achievement/trophy, The Bigger They Are...
The Evergreen Mills behemoth model remains in the game files of Fallout: New Vegas, minus the texture.
Name (Form ID) | Statistics | Behavior | Abilities | Items | ||||
---|---|---|---|---|---|---|---|---|
Super mutant behemoth (Capitol Rotunda) 0004BAF4 |
|
|
| |||||
Super mutant behemoth (Evergreen Mills) 00028FED |
|
| ||||||
Super mutant behemoth (GNR building plaza) 0001F1F8 |
|
|
| |||||
Super mutant behemoth (Jury Street Metro Station) 00097F30 |
|
|
| |||||
Super mutant behemoth (Takoma Park, near Takoma Industrial) 0006D94F |
|
|
|
Related quests
Territory
Super mutant territory tends to be marked with spiked scrap metal structures and spires, along with mutilated human corpses and the bagged-up remains of their limbs and organs. The super mutants have almost entirely conquered the entire downtown region, and hold small pockets of territory in the midwest and northwest areas of the Capital Wasteland. They also hold a small amount of locations dotted throughout the other regions of the wasteland.
Washington, D.C. ruins
- Arlington district
- Anchorage Memorial riverside (prisoner camp)
- Citadel (small skirmish teams alongside the outer walls)
- Francis Scott Key Bridge
- Irradiated metro topside
- Anacostia Crossing district (under siege by Rivet City and wastelanders)
- Jefferson Memorial (garrison; later cleared out by the Lone Wanderer)
- Super mutant bonfire (prisoner camp)
- Bailey's Crossroads district (under siege by Brotherhood Outcasts)
- Chevy Chase district (under siege by the Brotherhood of Steel)
- Falls Church district (under siege by the Brotherhood of Steel)
- Farragut (under siege by Megaton and wastelanders)
- Georgetown district
- L'Enfant district
- The Mall district (under siege by Talon Company, the Brotherhood of Steel, and other wasteland groups)
- Mason District
- Pennsylvania Avenue district (under siege by the Brotherhood of Steel)
- Seward Square district (under siege by Talon Company)
- Takoma Park district (under siege by Talon Company)
- Vernon Square district
Outer wasteland
- Broadcast tower KT8
- Calverton (ambush site)
- Chryslus Building (garrison)
- Clifftop shacks (prisoner camp)
- Everglow National Campground (contested by raiders)
- Germantown (prisoner camp and holding area)
- Hallowed Moors Cemetery (prisoner camp)
- Jury Street
- Mason Dixon Salvage (prisoner camp)
- Crater west of Rockbreaker's Last Gas
- Roosevelt Academy (garrison and prisoner camp)
- Vault 87 and the surrounding countryside (headquarters and FEV conversion center, later cleared out by the Lone Wanderer and the Enclave)
Notable super mutants
Notes
- There is a friendly super mutant named Uncle Leo who is found in the random encounter "the super mutant philosopher."
- If a super mutant picks up a pistol, it will use the same attack animation as an assault rifle, which is a two-handed grip (the front hand is floating in front of the pistol). When shooting the pistol, their hands will shake from the "recoil," as if the pistol were automatic.
- There is a conversation between two super mutants inside Vault 87 in which they discuss "the green stuff" (FEV) and that Fawkes thinks that men will come to take it away, while his companion says that they will turn the intruders into mutants.
- Super mutants are not hostile towards giant ants or even mirelurks, but one can be seen fighting a pack of feral ghouls in the depths of Farragut West Metro station. As can be proven by talking to Willow outside Underworld, non-feral ghouls are left alone by the mutants. This, in turn, is contradicted by the random encounter "Ghoul Friends" where they claim that they "could not make it past the super mutants."
- Informing Elder Lyons that the super mutants originated from Vault 87 grants some positive karma and XP.
- After Broken Steel is installed, super mutants become rarer, and finding them will take some effort outside of spawning areas. Some super mutants can be heard talking that the "bucket heads" have been killing too many of them, this being their nickname for the Brotherhood of Steel and/or Enclave.
- According to concept art, there were originally three classes: grunt, spinebreaker and behemoth.
- Super mutants are never seen sleeping, despite makeshift bedding often being seen in their encampments.
- The reason why the fire hydrant and the shield made by a car door of the behemoth are so unrealistically big is that the in-game model of the behemoth is not the originally intended size, and so when the resize was made, those parts are made bigger than normal.
- The pauldron on the shoulder of the super mutant overlords is actually the right arm armor from a behemoth but resized.
- Unlike other enemies, the head of the behemoths and overlords cannot be destroyed. Instead, their skullcap will explode, revealing their brain.
Notable quotes
- "I'll wear your bones around my neck!"
- "I'm gonna eat your arms... when you're dead, human!"
- "I was thinking. And it hurt! Hurt my head. But I remember things, from before. I think I knew a woman. Or maybe I was a woman! Aah! It hurts!"
- "Aah. I need a new gun! I want something that won't break. Something that will shoot forever! One of us had a Fat Man. I want one of those!"
- "Now try and hide from this!"
- "Ha! You talk a lot! Sound funny when you talk, like a stupid human. Ha ha ha ha ha!!"
- "Foul, detestable beasts, they are like an infestation. We cut them down, and they return, again and again." – Scribe Peabody
Appearances
Vault 87 super mutants appear in Fallout 3 and its add-ons Operation: Anchorage, Broken Steel and Mothership Zeta, but only in its cryo lab. They are mentioned in The Pitt during a conversation with Midea as well as in Fallout 4 by Danse.
Bugs
- Occasionally, super mutant brutes, masters and overlords may appear merely labeled as a "super mutant," but still have the same health and equipment of brutes/masters/overlords.[verified]
- Super mutants may not acknowledge the player no matter how close he/she gets to it.[verified]
- Occasionally, when battling a super mutant master who's equipped with a minigun the game controls will momentarily freeze while the player character continues to take damage. This has the potential to lead to character death.[verified]
Gallery
- ↑ Fallout 3 Strategy Guide
|