Institute super mutants are the variant of super mutant found throughout, and in. These mutants were created by by means of exposure to the (FEV). They are massive, muscle-bound creatures with an innate immunity to radiation and disease. They are most frequently encountered in central, and can also be found in, and several other locations all throughout the Commonwealth―most of which can be identified by the telltale signs of hanging, twisted girders protruding out of the ground, cages, and gory waste piles with which they enjoy decorating their surroundings.In, a group of super mutants have traveled to and are located in the,. Similarly, in, small bands of mutants can occasionally be found roaming the plains and foothills surrounding the amusement park, though they tend to stay outside its walls. “ 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. 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. 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. ” —, ex-Institute bioscientistThe Institute's strain of super mutant shares many similar traits with the and breeds, such as caging prey, bagging body parts and feeling superior to humankind.
Regardless, aboard states that the Commonwealth mutants are 'quite different' from those found in the Capital Wasteland, including anatomical differences.OriginThe super mutants encountered within the Commonwealth are in fact the unfortunate victims of failed FEV experiments, created and disposed of. In August of, the Institute relaunched its FEV program under the direction of a man named, presumably with stored samples from the post-War experiment that created. The FEV research lab was then constructed in the back of the Bioscience Division wing and a team of researchers began experimenting with different strains of the FEV virus. Two years after the start of the experiment, in the year, a horde of super mutants attacked, but were repelled by the newly formed group known as the.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. This method of trial and error was used to perfect different strains of the FEV, with the overall goal of improving the synthetic organics program. In March of, the synthetic organics research team had come to an impasse. They had perfected two promising strains of FEV; however, these were not adequate to further their research, as their test subjects had been exposed to an excessive amount of radiation. The team decided to explore new avenues of exploration in order to advance research; however, the Directorate decided to continue the FEV program in hopes of learning more about the FEV's potential.The much-needed breakthrough came about in, after acquiring the source of, allowing the third generation project to spin off from the FEV research initiative.
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The FEV research effort itself continued for several more decades, despite producing no useful data―except for manufacturing more super mutants for the surface to contend with.In April of, succeeded as head of the project, and it quickly became evident to him that FEV program had run its course, having produced no new data within the past ten years. Virgil decided he could no longer live with himself knowing that he was ruining the lives of so many innocent people.
He tried to lodge a formal complaint with the Directorate. When no reaction came, Virgil destroyed the research lab and all of the research, which became known as 'Incident V' within the Institute. He then proceeded to transform himself into a super mutant using a unique strain of FEV to flee into the. The FEV program was finally ended after over one hundred years of abduction and experimentation.
At the time of the 's arrival at the Institute, the research wing remains in a security lockdown.Characteristics Biology. Their mouths are depicted as being closed much like, unlike the Vault 87 super mutants which carry a permanent snarl. Furthermore, in regards to previous appearances, specifically the Vault 87 super mutants, these super mutants are smaller, standing 7 feet (2.13 m) tall, have a darker skin tone and appear more scrawny and with less pronounced muscles.
The biggest institute super mutants are the behemoths who stand approximately 13 feet (4 m) tall.The existence of the behemoths suggests a link with the, as they are the only super mutants known to continue growing with age. However, the green-brown coloration is closer to that of the strain of FEV, specifically resembling the super mutants seen in.IntelligenceUnlike their counterparts from the Capital Wasteland, the Commonwealth mutants possess a relatively advanced understanding of armor, weapons, and at least some minor knowledge of craftsmanship compared to their brethren. They appear to trade stronger physiques for the knowledge to utilize/create weapon and armor mods, and even have access to reprogrammed security systems such as searchlights and automated turrets, not unlike their far-western cousins.Higher-rank super mutants show more intelligence than their brethren, speaking more eloquently, and utilizing some advanced tactics such as cover, shifting position and taking high ground. They also are capable of following a chain of command, setting up traps and ambushes, and using human captives as bait.
Contents.Background Early life Born in in the to parents he never knew, MacCready became the head of the children’s colony in, when he was only ten years old. His ascension was simple: After declared herself the new Mayor and renamed the position after herself. Her rule lasted about five minutes, until MacCready punched her in the face and stated that Little Lamplight needed a leader, not a princess. MacCready’s coup resulted in him becoming mayor. The other residents respected him for his smarts, toughness, and the juvenile lack of fear of anything – be it monsters, adults, or using his rifle on anything that looked at him funny, not to mention the ability to maintain Little Lamplight as a viable community.However brazen and foolhardy he might have been in his young years, MacCready was not devoid of imagination.
Children are always at a disadvantage in the wasteland, so he chose a sniper rifle as his weapon of choice, teaching himself marksmanship from the ground up. Engaging targets at long range means you don’t take too many chances and in the treacherous Capital Wasteland that meant staving off death for another day. Adult life In, MacCready hit sixteen and left Little Lamplight. He took to wandering the wastelands as a gun for hire. In the course of his travels, he met a woman named Lucy. The two fell in love.
Lucy always had MacCready's back and helped him through the darkest of nights in the wasteland. With her at his side, he could press ahead no matter the horrors that faced him. He told her that he was a soldier, out of fear that he might lose her if he revealed that he was a stone-cold killer. She never learned the truth. She gave him a carved toy soldier in return, something he always kept on himself regardless of where he went.However, the Capital Wasteland was still a treacherous place and didn't take kindly to an absence of misery.
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Lucy and MacCready were nomads and their son, was born on the road. Their happiness was bluntly interrupted by tragedy one fateful night, when they set up camp in an abandoned metro station. They didn’t know the place was infested with who set upon them in the darkness.
Lucy was ripped apart before MacCready could get a shot off. However, her death bought enough time for him to make a fighting retreat out of the station, with Duncan in his arms. The sight of Lucy torn apart by the clawed, rotted hands would plague him for years to come.It shifted MacCready's perspective on life and himself. Up until then, he was a killer, shooting people for a living, but now he was determined to change himself.
He made a promise to Duncan to clean up his act and be a better person Starting with swearing off cursing. He settled down and built a homestead.
Everything was peaceful for a time as MacCready worked the land and Duncan grew. His almost idyllic life came to an end when his son was exposed to something in their fields and the next day developed a fever accompanied by blue boils all over his body. The disease sapped his strength and by the time he decided to hit the road and find a cure, he was almost too weak to walk. He entrusted his child to the care of his friends and departed. Every doctor he talked to never heard of the disease and was at a loss as to how to help the child. The Long Road Ahead Leads and job opportunities proved scarce in the Capital Wasteland, with the becoming a potent force in the wake of 's rise to power.
Around, MacCready took his rifle and headed north, making a name for himself and searching for a cure. When he arrived in the Commonwealth, the were recruiting sharpshooters into their ranks and MacCready joined up to amass money for his ultimate goal. Though the caps were plentiful, the Gunners' lack of scruples and indiscriminate approach to collateral damage were at odds with MacCready's personal code and the promise he made to his son. MacCready broke ties with them in summer of and resumed his career as a freelance contractor.Shortly after ditching the Gunners, MacCready met, a fellow contractor who was looking for the same thing: A cure for the mysterious blue boils for his partner. He found information that indicated was experimenting with a at its and MacCready joined his exploration party. Equipped with security codes to breach security, they only made it a short way in before feral ghouls pushed them back.
They never made a second attempt, as Sinclair's friend died before they regrouped. MacCready clung to in case he found someone he can trust and who would help him get through the facility's defenses and hordes of feral ghouls.He set up shop in, unwilling to tangle with Diamond City's security force or wandering the wastes alone. Proved willing to bargain and so MacCready started trolling for clients. However, and weren't willing to let a former Gunner operate in their territory and for three months they've been hounding MacCready and driving off his customers. Nobody was willing to work with a former Gunner, no matter how talented or soft-spoken. One of the few people willing to overlook his former affiliation was, the ghoul proprietor of the general store in Goodneighbor. MacCready helped her manage unfriendly customers on repeated occasions and the two became fast friends.However, the Gunners never let up.
In the end, they confronted him at the, demanding that he cease doing business in their territory or suffer the consequences. MacCready found himself in a bind: If he tried to pay them off, they'd likely take the caps and kill him with the small army of Gunners they had at their disposal.
If he ran, there was no guarantee they'd relent. And alone he took no chance at wiping them out to send a message to the Gunners to back away Until the came along.
With their help, he could make enough of a dent in the Gunner bottom line to force them to back away. Personality. “I know students thought school was torture, but this is taking it a little too far.” — Walking through the set of torture rooms in the.Though notoriously foul-mouthed and belligerent in his younger years, the 22 year old MacCready is far more reserved and polite. Years of hard living turned him into a hardened warfighter, coping with adversity through liberal use of sarcasm and humor.
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That's not to say he's completely immune: Witnessing the horrors of the still gets to him and he's not too thrilled about the pre-War folk either, on account of them bringing the nuclear holocaust down on Earth.MacCready isn't averse to violence, but doesn't revel in it either. If possible, he'll bluff his way through to minimize danger to himself and others.
The latter includes eating fish, which tends to make him less-than-pleasant company.On a more personal side, MacCready misses a lot of features of living in the, including with and the monuments of downtown D.C. He also collects old comic books, picking through the ruins in search of issues to complete his collection. As of 2287, it's almost complete, only missing the issue where Mastadonald and Skullpocalypse teamed up to fight Grognak. Interactions with the player character Fallout 3 Interactions overview. This character is involved in quests.Quests.
and: MacCready is encountered at the entrance to Little Lamplight and will bluff the player off. In order to gain entrance, the player has to pass a speech check, possess the perk, or complete.
Completing this quest is necessary to gain access to through.: can be sent to Little Lamplight by talking to MacCready with.: The player can trade either (to Eclair) or (to Lucy) for cave fungus, if they talk to these characters first and then get the go-ahead from MacCready.Other interactions. Repeatedly talking to MacCready in a short amount of time will cause him to throw a fit and refuse to talk to the player for 24 hours.Fallout 4 Interactions overview. This character is involved in quests.Companion.
MacCready can be found lounging in the VIP section of in. MacCready is a robust companion specializing in conventional firearms. He cannot effectively or, but is one of the most effective ranged fighters the player can have as a.Quests.: MacCready will join you in exchange for 250.