Talk:Vault 87 super mutant

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One thing I noticed is that the game sometimes uses the wrong model for a Super Mutant. For example I found a Super Mutant (as it was labeled by VATS)but it's body design was clearly that of a Super Mutant Master. I've also seen the effect on non helmeted Super Mutant Brutes. I can't speak for the other systems as I'm playing it on PS3 so it may be a system exclusive fluke. They could be Brutes or Masters as I was too busy fighting them to see how many hits they took to fall.--KnightNapier 02:34, 18 August 2009 (UTC)

Yup. It seems that locations with special scripted mutants, like the one that converses with Shorty in the Germantown Police HQ, and the ones that attack Sydney in the National Archives, are set to always be named Super Mutant. The combat skills remain the same, but Overlords seem to have problems using the Hunting Rifle loaded onto them. Nitty 02:37, 18 August 2009 (UTC)

Senile or Sterile[edit source]

There may be a typo in the Vault 87 Super Mutant page. It says that they are senile but shouldn't that be sterile? I haven't seen any indication that these brutes are senile but they most certainly are sterile as they're always looking to dip people in the "green stuff".--KnightNapier 19:58, 28 August 2009 (UTC)

They're both. The mutation makes them asexual and almost completely destroys their minds.

Yes, they have a severely damaged brain, but there isn't any written evidence that they're senile, there is however, plenty of evidence saying they're sterile Aryeonos 01:05, October 20, 2010 (UTC)

The Behemoths are senile so Aryeonos and knight napier plus just beacause there minds are deystoryed doesn't mean there senile because senile means old whoevr you are --Please Welcome NCR President Andrew Parker 04:10, June 25, 2011 (UTC)

Super Mutant?[edit source]

I was in the National Archives finally, and after fighting super mutants, I noticed a standard one with Overlord textures? Whats up with that? AreYouGoingToEatThatNuke? 21:20, January 22, 2010 (UTC)

Well, any Super Mutant can use the name "Super Mutant" regardless of its design. At higher levels, the two Super Mutants in Germantown HQ can be Overlords. These are, from what Nitty said above, scripted mutants but are still leveled. It can really be a problem if you don't see one until you've emptied an Assault Rifle into it as it laughs.--KnightNapier 21:43, January 22, 2010 (UTC)
Also, I was exploring a bit, and I looked through my scope of my sniper rifle and saw a super mutant that experienced that dwarfism glitch the raiders sometimes experience in those SatCom towers. Any explanation for this? AreYouGoingToEatThatNuke? 22:03, January 22, 2010 (UTC)

Super Mutant Speech[edit source]

If you look at the model for a Super Mutant, they don't have lips. Does anyone else think that this is why they speak in their choppy way? It's not intelligence as Fawkes and Uncle Leo speak the same way as your normal brute so could it be the lack of lips. It may be apples and oranges but Lou and even Harry have thier lips and they speak normally.--KnightNapier 21:46, January 22, 2010 (UTC)

Harry's lips are held back by a leather strap. That, and testing seems to indicate that speaking with your lips peeled back doesn't do anything. Go ahead, try it. :) Nitty Tok. 21:49, January 22, 2010 (UTC)
It was just an idea I had to explain their talking. It's probably just the way their voice actor protrayed them.--KnightNapier 21:53, January 22, 2010 (UTC)

The brain has many different parts that each control different parts of yourself. So you can be smart, but talk like an idiot. Apparently the FEV virus universally affects the part of the brain that affects speech. Miumaru 03:57, April 14, 2010 (UTC)

Failed FEV Experiment[edit source]

I think this is the right place to talk about it. Anyway, I was in Vault 87 and saw one. I wondered what would happen if I did the console command to resurrect one. (I.E. Resurrect or Resurrect 1) I did, and then I shot it. The game quit. But before it quit, I could've sworn that I heard it shout something like one of the super mutants. It was "Why wo--" then the game quits. Although it could've been a super mutant that did it. [[Special:Contributions/208.70.54.136|Jackass2009 20:26, February 15, 2010 (UTC)]]

Read it's article. Failed FEV Experiment. Shadowrunner56 21:15, February 15, 2010 (UTC)

Page move to "Vault 87 Super Mutant"[edit source]

Hey, since the correct way to spell the creatures is "Super Mutants" (with both capital letters), this page should be moved to a one called "Vault 87 Super Mutant", right? ;) --TheBearPaw 14:37, March 2, 2010 (UTC)

Clarification[edit source]

"The future of the D.C. super mutants is uncertain; it is possible that the Enclave destroyed the super mutants or ended their operations in Vault 87 when they captured the Lone Wanderer there, who already made some damage to their presence in the Vault. Even if this is not the case, the Lone Wanderer notifying the Brotherhood of Steel about Vault 87 as the origin of the super mutants would almost certainly herald an end to the production of any new mutants at the vault. However, if the super mutants found a new source of F.E.V they would likely continue their activities, considering the mutants previously mentioned organizational capabilities. Still, as the F.E.V has already ran out, the Vault 87 mutants might die out naturally."

Unlikely, considering they are biologically immortal - unless you count being shot in the face as a natural death. Should this be changed? --Cartman! 01:16, March 18, 2010 (UTC)


Well, the just get bigger and bigger . what if they got to such a size, that their brains would not be able to sustain them with nerve signals. but by then, they'd outdo Godzilla...

Why are theories in the entry?[edit source]

Ideas of how the supermutants are led don't really belong here, now do they? Mention of the fact that some SM can have higher intelligence like Uncle Leo is fine, but going into depth about your speculations doesn't really fit the encyclopedia idea (unless there is a mention to it ingame, which I doubt there is). Same with the "hive mind" idea. Wow. Why would they even bother to talk to each other if they had a frickin' hive mind? If I'm wrong, point me to an ingame reference. Otherwise leave it out of the article, yes?

Done.--Gothemasticator 04:39, April 13, 2010 (UTC)

non-hostile to ghouls[edit source]

when you go through fargaut-west metro station, in the tunnels leading to the outside, a lone super mutant stands there. if the racroaches go near him he attacks, then occasionally a ghoul will detect him and attack him. other than this, would someone please test if they attack ghouls outside the metro station?

They always attack Feral Ghouls. They'll attack Charon if he's following the player, not sure about otherwise. Kris (talk) 16:12, July 22, 2010 (UTC)

Strange Findings[edit source]

Has anyone noticed that if you look at a Super Mutant's back (preferably once they're dead) that the muscles are pulled away from the Mutant's spine and it is exposed from the base of the skull to the middle of the back, although it should be noted that on Overlords the flesh has healed but the spine remains exposed. I only just noticed this a few months ago (and this was after playing the game through five times!) and there is no mention of this interesting tidbit in the article and i didn't want to edit it myself for fear of screwing up and having angry messages sent my way.BattleBen 04:01, July 26, 2010 (UTC)

Where do they appear the midwest?[edit source]

I noticed it said they appear in some places in the midwest and i dont want to edit just in case its true. If it is where does it say this in any gamesKill-da-mutant 20:25, January 8, 2011 (UTC)

Dual wield[edit source]

Has anyone else seen the Super Mutant Overlod (labeled super mutant ingame) in the basement of Germantown Police HQ that's dual wielding two Chinese assault rifles? Kastera (talk) 22:35, June 26, 2011 (UTC)

I've seen that it's always labeled Super Mutant but I've never seen it rocking dualies. Aside from that all I've noticed is that the dialogue keeps going even if you interrupt. 22:37, June 26, 2011 (UTC)
Well, he wasn't exactly "rockin' dualies", but a Chinese assault rifle was was in his hands and then another disembodied assault rifle at his side firing at me. Maybe there was another super mutant that was invisible? :/ Kastera (talk) 16:11, June 27, 2011 (UTC)

Overlord loot[edit source]

I've noticed that that Overlords have a fairly good chance of dropping mini-nukes, which I think is worth noting. Anyone else think so?

Hot Potato?[edit source]

I was fighting super mutants and one of them yelled "Hot Potato!" when throwing a grenade. Do any other enemies say this? I've only heard that one Super Mutant say it. If they're the only ones that say it, I think that should be added into the notable quotes section of the article.--Readerrw07 21:05, August 3, 2011 (UTC)

Related Quests[edit source]

Should we include the section (as mentioned in The Vault:Fallout 3 creatures project). It would be the Finding the Garden of Eden and Reilly's Rangers (quest).

Overlord level[edit source]

what level do you have to be for Overlords to appear, im hoping not always because then im screwed for some of my quests+i know this is off muties but i have the same question about feral ghoul reavers, what level do they appear at?

Haven't played F3 for a while, but I recall them both showing up at around lvl 20. --FourWayDiablo(talk) 16:44, November 10, 2011 (UTC) (P.S. Fixed your link)

phew, once im about lvl 10 ill be heading to help the outcasts with the sim. and didin't want to run into any reavers on the way to 3 dog 71.200.146.114 00:21, November 11, 2011 (UTC)

Well, I may be wrong, so tread carefully anyway. I don't have GECK access, so I don't know exactly what the spawning triggers are. Reavers always appear in Point Lookout - everywhere else is level-based afaik. --FourWayDiablo(talk) 18:09, November 11, 2011 (UTC)

Super Mutant inventories[edit source]

Behemoths[edit source]

The super mutant behemoths at Takoma Park, the Capitol building, and the wasteland super mutant camp all have the same inventory list, which consists of:

  • 1 mini nuke
  • 1 LootArmorMilitary, which consists of one of the following:
    • 1 75% check for a suit of combat armor at 15, 25, 35, or 45% condition plus one 50% check for a combat helmet at 15, 25, 35, or 45% condition
    • After level 5, 1 75% check for a suit of recon armor at 15, 25, 35, or 45% condition plus one 50% check for a recon helmet at 15, 25, 35, or 45% condition
    • After level 8, 1 75% check for a suit of metal armor at 15, 25, 35, or 45% condition plus one 50% check for a metal helmet at 15, 25, 35, or 45% condition
    • After level 11, 1 75% check for a suit of power armor at 15, 25, 35, or 45% condition plus one 50% check for a power helmet at 15, 25, 35, or 45% condition
  • 1 of the unlootable behemoth fire hydrant melee weapons at 100% condition
  • 1 missile, 3 75% checks for +1 missile, and 10 Scrounger checks
  • 3 counts of LootAmmoGeneric100. Each count is three opportunities for LootAmmoBullets100, then one for flamer fuel, one for power cells, one for darts, and one for railway spikes after level 4. After level 6, there's another power cell opportunity plus one for missiles, and after level 9 there's another possibility for power cells.
    • LootAmmoBullets100 has two entries for 10mm ammo, two for .32 ammo, 1 for .44, 3 for 5.56mm, 2 for shotgun shells, 1 for .308, and 1 for 5mm. The entries are as follows:
      • 1 10mm round, 12 75% checks for +1 10mm, and 12 Scrounger checks
      • 1 .32 round, 5 75% checks for +1 .32, and 5 Scrounger checks
      • 1 .44 round, 8 75% checks for +1 .44, and 8 Scrounger checks
      • 1 5.56mm round, 20 75% checks for +1 5.56mm, and 20 Scrounger checks
      • 1 shotgun shell, 12 75% checks for +1 shell, and 12 Scrounger checks
      • 1 .308 round, 5 75% checks for +1 .308, and 5 Scrounger checks
      • 10 5mm rounds, 15 75% checks for +1 5mm, and 25 Scrounger checks
    • LootAmmoFlamerFuel is simply 60 flamer fuel, 32 75% checks for +1 unit of fuel, and 32 Scrounger checks
    • LootAmmoPowerCells100 has two entries for small energy cells and one for microfusion cells. After level 5, an additional entry for microfusion cells plus one for electron charge packs are added.
      • 16 small energy cells, 16 75% checks for +1 cell, 16 Scrounger checks, and 1 10% check for a stealth boy
      • 10 microfusion cells, 10 75% checks for +1 cell, 10 Scrounger checks, and 1 10% check for a stealth boy
      • 50 electron charge packs, 30 75% checks for +1 pack, 50 Scrounger checks, and 1 10% check for a stealth boy
    • LootAmmoRailwaySpikes is 1 railway spike, 6 75% checks for +1 spike, and 12 Scrounger checks
    • LootAmmoDarts is 2 darts, 6 75% checks for +1 dart, and 6 Scrounger checks
    • LootAmmoMissiles100: 1 missile, 3 75% checks for +1 missile, and 10 Scrounger checks
  • Either 1, 2, 3, 4, 5, 6, 7, 8, or 9 bottlecaps
  • 1 75% check for one of the following: Buffout, Jet, Mentats, Psycho, Med-X
  • 3 75% checks for either 10, 20, 30, 40, 50, 60, 70, 80, or 90 bottlecaps. Each amount is unlocked after every successive level, so the 30 cap option unlocks at level 3 and so on.
  • 1 75% check for another mininuke
  • 1 75% check for some grenades: there are 3 options for 6 75% checks for a frag grenade, and after level 6 there is an option for 6 75% checks for a pulse grenade
  • 1 75% check for some mines: there are 3 options for 6 75% checks for a frag mine, and after level 5 there is an option for 6 75% checks for a pulse mine
  • 1 75% check for a pistol: at level 1, the options are a laser pistol or a scoped .44 magnum without any extra ammo, or a 10mm (2 options), .32 (2 options), Chinese (2 options), or silenced 10mm pistol (only one chance) supplied with extra ammo. After level 5, there are options for a laser pistol or a scoped .44 magnum with extra ammo, and after level 8 there is another option for a laser pistol with ammo.
    • The laser pistol can be at 15, 15, or 15% (yes, listed 3 times) with options for 25, 35, 45, and 55% after levels 3, 5, 8, and 13. In the checks where it comes with ammo, it has 20 energy cells and 15 75% checks for +1 cell.
    • The scoped .44 magnum can be at 15, 15, 15, 15 (yes, 4 times) or 25% condition, with 35, 45, 55, and 65% after levels 3, 5, 8, and 13. In the checks where it comes with ammo, it has 1 .44 magnum round and 10 75% checks for +1 round.
    • The 10mm pistol can be at 15, 15, or 25% condition with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 10mm round and 10 75% checks for +1 10mm.
    • The silenced 10mm can be at 15, 15, 15, 15, or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 10mm round and 10 75% checks for +1 10mm.
    • The .32 can be at 15 or 25% condition with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 .32 round and 10 75% checks for +1 .32.
    • The Chinese pistol can be at 15 or 25% condition with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 10mm round and 9 75% checks for +1 10mm.
  • 1 75% check for a rifle: at level 1, the options are a 10mm SMG, two checks for a hunting rifle, or a sawed-off shotgun. At level 3, a check for an assault rifle is added. After 5, there's another check for an assault rifle plus one for a combat shotgun. After 7, there's a check for a Chinese assault rifle and a laser rifle. After 10, there's a check for a sniper rifle. Each rifle always comes with ammo.
    • The 10mm SMG can be at 15, 15, 15, or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 6, and 13. It also comes with 1 10mm round and 10 75% checks for +1 10mm.
    • The hunting rifle can be at 15, 15, or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 .32 round and 7 75% checks for +1 .32.
    • The sawed-off can be at 15 or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 shotgun shell and 10 75% checks for +1 shell.
    • The assault rifle can be at 15, 15, 15, 15, or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 5.56mm round and 31 75% checks for +1 5.56mm.
    • The combat shotgun can be at 15, 15, 15, or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 shotgun shell and 10 75% checks for +1 shell.
    • The Chinese assault rifle can be at 15, 15, 15, or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 5.56mm round and 15 75% checks for +1 5.56mm.
    • The laser rifle has four 15% options, plus 25, 35, 45, and 55% options after 3, 5, 8, and 13. It also comes with 30 microfusion cells and 15 75% checks for +1 cell.
    • The sniper rifle can be at 15 or 25% condition, plus 35, 45, 55, and 65% options after 3, 5, 8, and 13. It also comes with 1 .308 round and 3 75% checks for +1 .308.
  • 1 75% check for one of the following: (the sledgehammer check is listed twice, so it appears twice as often as everything else)
    • A suit of leather armor at 15, 25, 35, or 45% condition
    • A radiation suit at 45, 55, or 65% condition
    • A hockey mask at 15, 25, 35, or 45% condition
    • A baseball bat at 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13
    • A set of brass knuckles at 15 or 25% condition, with 35, 45, 55, and 65% options after 3, 5, 8, and 13
    • A knife at 15, 25, 35, or 35 (yes 35 twice) with 45, 55, 65, and 75% options after 3, 5, 8, and 13
    • A combat knife at 15, 25, or 25% with 35, 45, 55, and 65% options after 3, 5, 8, and 13
    • One bugged check: it will provide either a lead pipe at 15, 25, or 25% condition at level 1, or a police baton at 35, 45, 55, or 65% condition at levels 3, 5, 8, and 13
    • A pool cue at 25% condition, with 35, 45, 55, and 65% options at 3, 5, 8, and 13
    • A sledgehammer at 25% condition, with 35, 45, 55, and 65% options at 3, 5, 8, and 13
    • A set of spiked knuckles at 15 or 25% condition, with 35, 45, 55, and 65% options at 3, 5, 8, and 13
    • A switchblade at 15, 25, or 35% condition with an additional 35% option plus 45, 55, and 65% at 3, 5, 8 and 13
    • A tire iron at 25% condition, with 35, 45, 55, and 65% options at 3, 5, 8, and 13
    • A missile launcher at 15 or 15% condition, with 35, 45, 55, and 65% options at 3, 5, 8, and 13 (no 25% option)
    • A flamer at 15, 25, 35, or 45% condition
    • 5 75% checks for one of the following: brahmin steak, iguana bits, iguana-on-a-stick, crunchy mutfruit, noodles, Nuka-Cola, salisbury steak, crispy squirrel bits, squirrel-on-a-stick, squirrel stew, junk food, mutfruit, mirelurk cakes, Sugar Bombs, Cram, Dandy Boy Apples, Blamco mac and cheese, InstaMash, Fancy Lads Snack Cakes, YumYum Deviled Eggs, Pork N' Beans, potato crisps

The Evergreen Mills captive super mutant behemoth only carries the bottlecap checks from the normal behemoth list:

  • Either 1, 2, 3, 4, 5, 6, 7, 8, or 9 bottlecaps
  • 3 75% checks for either 10, 20, 30, 40, 50, 60, 70, 80, or 90 bottlecaps. Each amount is unlocked after every successive level, so the 30 cap option unlocks at level 3 and so on.

The mutant at the GNR plaza encountered during the main quest carries a modified version of the normal list. It lacks the guaranteed mini nuke as well as the 75% mini nuke check, the armor list, and the rifle list. It also only has two counts of the levelled cap list, instead of three, and its pistol list lacks the laser pistol options entirely as well as the option that provides a scoped .44 without any ammo. Nitty the Kitty! 20:07, 25 July 2015 (UTC)