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Institute super mutant

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Icon disambig
For an overview of super mutants in the Fallout series of games, see super mutant.
 
Gametitle-FO4Gametitle-FO4 FHGametitle-FO4 NW
Gametitle-FO4Gametitle-FO4 FHGametitle-FO4 NW

I am 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 due to exposure to the Forced Evolutionary Virus (FEV). They're massive, muscle-bound creatures with an innate immunity to radiation and disease. They're 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, 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, and gory waste piles that they enjoy decorating their surroundings with.

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.

BackgroundEdit

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 is unrelated to the West Coast and Vault 87 breeds, but they do share many similar traits such as caging prey, bagging body parts, and feeling superior to humankind. In the terminal entry 0769-CM22 aboard the Prydwen, it states that the Commonwealth mutants are not related to those from the Capital Wasteland.

OriginEdit

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 launched its FEV program under the direction of a man named Dr. Frederick, who obtained samples of FEV from an unknown source. 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 they started their experiments, 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 virus, with the overall goal of improving the synthetic organics program. In March of 2224, the synthetic organics research team had come to a impasse. They had perfected two promising strains of FEV, however these weren't adequate enough to progress their research due to their test subjects being 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 program was last under the direction of Dr. Brian Virgil and his deceased predecessor Dr. Syverson. Virgil decided he could no longer live with himself knowing that he was ruining the lives of so many innocent people. He states that they have learned nothing new within the past ten years, back to the events of Fallout 3. Virgil destroyed the research lab and all of the research, which is logged as "Incident V" in terminal entries. 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.

CharacteristicsEdit

BiologyEdit

"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 have a darker skin tone and appear more scrawny and with less pronounced muscles.

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 Mariposa strain of FEV, specifically resembling the super mutants seen in Fallout: New Vegas.

IntelligenceEdit

Unlike their brethren from the Capital Wasteland, the Commonwealth mutants possess a relatively advanced understanding of armor, weapons, and at least some minor knowledge of craftsmanship in comparison 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. This is presumably the result of advanced experiments within the Institute.

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; compared to their lesser brothers who will often ignore cover and simply try to get as close to an enemy as possible, even when armed with long range weaponry.

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). This appears to be a hole in lore, as mutants in the Commonwealth are likely made over the years by the failed FEV experiments of the Institute. Given this, it is difficult to gauge how mutants are so widespread—implying hundreds, if not thousands of Institute captives—and no actual appearance of FEV outside the Institute exists, unlike in Fallout 3.

Gameplay attributesEdit

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.

VariantsEdit

Super mutantEdit

FO4 normal super mutant

The most common and weakest variety of super mutant. They carry a pipe weapon 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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant
000edcc6
LevelIcon level
10
PerceptionIcon eye
7
Hit pointsIcon heart
120
Damage ResistanceIcon shield silver
10
Energy ResistanceIcon electrical
?
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant suiciderEdit

FO4 super mutant suicider

A super mutant that will run at the player character 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 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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant suicider
0014ae58
LevelIcon level
10
PerceptionIcon eye
7
Hit pointsIcon heart
120
Damage ResistanceIcon shield silver
17
Energy ResistanceIcon electrical
10
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
10
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Frenzied: Will attack anyone else.Icon requiredIcon requiredIcon required
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty
Super mutant suicider
00000000
LevelIcon level
22
PerceptionIcon eye
?
Hit pointsIcon heart
?
Damage ResistanceIcon shield silver
42
Energy ResistanceIcon electrical
30
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
20
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty
Super mutant suicider
00000000
LevelIcon level
28
PerceptionIcon eye
?
Hit pointsIcon heart
?
Damage ResistanceIcon shield silver
62
Energy ResistanceIcon electrical
35
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
0
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty
Super mutant suicider
00000000
LevelIcon level
35
PerceptionIcon eye
?
Hit pointsIcon heart
?
Damage ResistanceIcon shield silver
82
Energy ResistanceIcon electrical
45
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
25
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Unaggressive: Will not initiate combat.Icon optionalIcon optionalIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Cowardly: Will always avoid combat/flee.Icon optionalIcon optionalIcon optionalIcon optional
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant skirmisherEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant skirmisher
000edcc7
LevelIcon level
16
PerceptionIcon eye
8
Hit pointsIcon heart
200
Damage ResistanceIcon shield silver
20
Energy ResistanceIcon electrical
?
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

deadIcon dead Rifles, melee-, heavy weapons

Super mutant bruteEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant brute
000edcc8
LevelIcon level
22
PerceptionIcon eye
9
Hit pointsIcon heart
275
Damage ResistanceIcon shield silver
35
Energy ResistanceIcon electrical
?
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant enforcerEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant enforcer
000edcc9
LevelIcon level
28
PerceptionIcon eye
10
Hit pointsIcon heart
375
Damage ResistanceIcon shield silver
55
Energy ResistanceIcon electrical
?
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant butcherEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant butcher
000edcca
LevelIcon level
35
PerceptionIcon eye
10
Hit pointsIcon heart
500
Damage ResistanceIcon shield silver
80+
Energy ResistanceIcon electrical
40+
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant masterEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant master
000edccb
LevelIcon level
42
PerceptionIcon eye
10
Hit pointsIcon heart
600
Damage ResistanceIcon shield silver
85
Energy ResistanceIcon electrical
50
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant overlordEdit

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

Name (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant overlord
002983e5[verification needed]
LevelIcon level
48
PerceptionIcon eye
11
Hit pointsIcon heart
750
Damage ResistanceIcon shield silver
105
Energy ResistanceIcon electrical
60
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant primusEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant primus
000bc1ef[verification needed]
LevelIcon level
59
PerceptionIcon eye
11
Hit pointsIcon heart
950
Damage ResistanceIcon shield silver
120
Energy ResistanceIcon electrical
70
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

Super mutant warlordEdit

The third strongest super mutant, the warlord is very dangerous as he is much stronger than most of his brethren. 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 (Base ID)StatisticsBehaviorAbilitiesItems
Super mutant warlord
00142397
LevelIcon level
68+
PerceptionIcon eye
12
Hit pointsIcon heart
1535+
Damage ResistanceIcon shield silver
135+
Energy ResistanceIcon electrical
80+
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
?
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (0 damageIcon damage)
attackIcon attack
empty

BehemothEdit

FO4 Super Mutant Behemoth

Behemoths are the most powerful super mutants by far, towering above any player character, at about 20 feet tall. These super mutants are the oldest and strongest of their kind. As well as being 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 backs, similarly to their Vault 87 counterparts, which they use to carry boulders that they use during combat.

A behemoth has a scripted appearance in Fort Strong during Show No Mercy where it must be killed. One can usually be found at a power station to the west of Natick Banks, and another south of Walden Pond amid a 'stone henge' of cars. Yet another spawns directly between Gunners plaza and Hyde Park. One more often spawns slightly southwest of Recon bunker Theta. Another spawn point is directly beside the Super Duper Mart in Lexington, along with a raider who fires a Fat Man at it. A behemoth can also be spawned by going to Med-Tek Research and heading north towards Greentop Nursery, where there will be a vehicle with a Jangles the Moon Monkey sitting inside, which will trigger a behemoth spawn point nearby when picked up. A 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.

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 in Boston Common, and another unique behemoth in the Far Harbor add-on named Grun at the Vim! Pop factory.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Behemoth
000bb7dd
LevelIcon level
50
PerceptionIcon eye
6
Hit pointsIcon heart
1000
Damage ResistanceIcon shield silver
145
Energy ResistanceIcon electrical
100
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
100
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (125 damageIcon damage)
attackIcon attack
Throw boulder (75 damageIcon damage)

Glowing behemothEdit

FO4 Super Mutant Glowing behemoth

The glowing means the enemy is highly irradiated and can damage enemies with radiation when nearby. Unlike other glowing enemies, this variant is identical in appearance to regular behemoths.

Name (Base ID)StatisticsBehaviorAbilitiesItems
Glowing behemoth
0012b97a
LevelIcon level
65
PerceptionIcon eye
6
Hit pointsIcon heart
1300
Damage ResistanceIcon shield silver
150
Energy ResistanceIcon electrical
110
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
100
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (156 damageIcon damage)
attackIcon attack
Throw boulder (94 damageIcon damage)

Epic behemothEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Epic behemoth
0012b97b
LevelIcon level
80
PerceptionIcon eye
6
Hit pointsIcon heart
1600
Damage ResistanceIcon shield silver
175
Energy ResistanceIcon electrical
120
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
100
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (187 damageIcon damage)
attackIcon attack
Throw boulder (112 damageIcon damage)

Ancient behemothEdit

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 (Base ID)StatisticsBehaviorAbilitiesItems
Ancient behemoth
0012b97c
LevelIcon level
95
PerceptionIcon eye
6
Hit pointsIcon heart
1900
Damage ResistanceIcon shield silver
190
Energy ResistanceIcon electrical
130
Radiation ResistanceIcon radiation
Immune
Poison ResistanceIcon poison
100
Experience PointsIcon XP
?
Gamebryo AI attributes#AggressionIcon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Gamebryo AI attributes#ConfidenceIcon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Gamebryo AI attributes#AssistanceIcon group
Helps nobody: Will not help anyone.Icon optionalIcon optional
attackIcon attack
Melee (197+ damageIcon damage)
attackIcon attack
Throw boulder (146+ damageIcon damage)

Notable super mutantsEdit

NotesEdit

  • 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 the Brotherhood of Steel members as metalheads, as they can sometimes be heard saying "Wish metalhead was here so I could smash him".

Notable quotesEdit

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 a comrade falls off a building within line of sight of another mutant)

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:

AppearancesEdit

Institute super mutants appear in Fallout 4.

BugsEdit

  • pcIcon pc After detonating a super mutant suicider's mini nuke and killing nearby enemies, no additional XP is gained for these kills. [verification overdue]
  • pcIcon pc Upon re-entering a world space where a super mutant suicider detonated, the super mutant may detonate again. [verification overdue]
  • pcIcon pc xboxoneIcon xboxone After looting the mini nuke from a super mutant suicider, it may remain in his hand and may still detonate afterwards. [verification overdue]

GalleryEdit

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