Fallout: The 21 Most Disturbing Vault-Tec Experiments

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  • Vaults in Fallout series were not just shelters, but sites of cruel experiments on unsuspecting inhabitants by Vault-Tec scientists.
  • Residents of Vault 87 were subjected to FEV, transforming them into Super Mutants, highlighting the extreme nature of these experiments.
  • Vault 101's totalitarian rule and Vault 11's cyclical human sacrifice show the depths of cruelty in Vault-Tec's post-apocalyptic experiments.

Although Fallout 's iconic vaults were billed to the public as impenetrable bastions meant to preserve the basis of American society in the face of nuclear fire, the reality of the situation was a little more complicated than that. Vaults were certainly more than capable of protecting and providing for their inhabitants after the bombs fell, but that purpose was practically secondary to their more nefarious ends.

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The majority of the vaults found throughout the Fallout series were used to perform social and scientific experiments on the populations taking refuge within. Some of these studies were relatively tame, if not altruistic in nature. Others, however, ranged from incredibly bizarre to outright cruel. To outline the lengths that Vault-Tec went to in producing these experiments, here are the cruelest and most disturbing experiments that Vault-Tec ever cooked up for Project Safehouse .

Updated April 20, 2024 by Gregory Louis Gomez: When it comes to Vault-Tec in the Fallout universe, there is no end to their depravity. Though many of the infamous vaults did keep their occupants safe from the Great War of 2077, even this was simply part of a larger, more bizarre plan for the post-apocalypse.

Most vaults were designed to run horrendous experiments on their occupants in secret on behalf of the U.S. government, resulting in incalculable suffering. Virtually every Fallout title features the vaults and their heinous experiments to some degree. With this in mind, we've added a few more entries to the list of Vault-Tec's most disturbing post-war experiments .

Residents Served As Test Subjects For The FEV

vault-87-fallout-3

  • First Appearance: Fallout 3
  • Location: Virginia

Vault 87 served as a research facility for forced evolutionary viruses, with all of its residents being used as test subjects. After being exposed to one particularly nasty virus upon their arrival, they were then monitored by scientists who had been tasked with observing and recording all of the subsequent changes that came about as a result of the testing . The results were — to put it bluntly — terrifying.

Within two weeks of their exposure, many of the vault's inhabitants were dead. They were arguably the lucky ones, however, as those who did survive were transformed into the Super Mutants and Centaurs that players would later encounter while exploring the Capital Wasteland. As shocking as these experiments were though, they are just the tip of the iceberg.

Children Separated From Their Families

Vault boy giving thumbs up as happy people enter the vault

  • First Appearance: None (Was Set To Appear In Van Buren)
  • Location: West Coast

The canceled Fallout 3 from Interplay, code named Van Buren , was set to feature a host of vaults all of its own, one of which being Vault 29. Though much of the information on this vault comes from the Fallout Bible , it has officially been referenced in canon, most notably in Fallout 76 .

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The primary experiment here was that only children under 15 were to be accepted, with their parents going into different vaults, effectively breaking up their families forever. Not much is known about the success of this experiment, though the inhumanity of dividing up families for scientific gain should be obvious to most.

A Society Controlled By Unethical Scientists

Vault 4 entrance on the surface

  • First Appearance: Fallout TV Show
  • Location: California

Vault-Tec and its vaults are a big focus in Amazon's Fallout show . One of the vaults featured in episode 6 is Vault 4, which, from the outset, is seemingly filled with compassionate people. Later on, it is revealed that the vault took in many survivors from the destruction of the NCR capital city, Shady Sands. Underneath all of this altruism, however, is the legacy of unregulated scientific experimentation by its original inhabitants.

Among the myriad of horrific genetic experiments that their victim's descendants still pay for, many people were kept in cryogenic stasis for centuries, while mothers were forcibly (and fatally) impregnated with mutated abominations. Thankfully, the vault's first victims were eventually able to rebel against their torturers. By the time of the show, vault 4 is a haven for the victims of Vault-Tec's many crimes against humanity.

4 Vault 112

Humans frozen in time as playthings for a madman.

vault-112-fallout-3

Another of Fallout 3 's vaults, Vault 112 sounds like something straight out of The Matrix . Residents were placed in a state of suspended animation and hooked up to a special virtual reality simulator. Where it differs from the iconic sci-fi series is that test subjects were fully aware of the simulation. Had they known all the details though, they probably wouldn't have gone along with it willingly.

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Subjects were originally told that the simulation would provide them with a perfect life, but it ended up being more like a VR horror game instead. This is because the vault's Overseer, Dr. Stanislaus Braun, physically and psychologically tortured the residents using the technology; even getting the Lone Wanderer to help him do so at one point. Shockingly, Braun had previously been one of humanity's greatest minds, but, as the old saying goes: absolute power corrupts absolutely.

5 Vault 101

Indefinite totalitarian rule.

Vault 101 door.

Vault 101 was perhaps the first vault that most Fallout players experienced back in 2008. Yes, there were games (and therefore other vaults) before Fallout 3. However, the series didn't truly explode in popularity until this point. From the get-go, vault 101 seems like a quiet and safe place to live, if a little quirky at times. Over time, however, it becomes apparent that the vault's totalitarian style leadership structure is more problematic than suspected.

This was the primary experiment of the vault; to test the long-term effects of an all-powerful overseer on its inhabitants, and "long-term" meant "forever." As it turns out, Vault 101 was never supposed to open for any reason or at any time. This is partly so that the vault's residents can serve as a control group for the Enclave in its experiments as well.

An Experiment In Overcrowding

Fallout Shelter Promotional Image People Entering Vault

  • First Appearance: None
  • Location: Unknown

Vault 27 currently has yet to appear in a Fallout title. It is, however, mentioned in Chris Avellone's Fallout Bible , a collection of documents providing a wealth of information on the Fallout universe . Although these documents are no longer reliable as "official" Fallout canon, they still provide a lot of interesting information and insight into the Fallout world.

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The experiment attached to Vault 27 is a relatively straightforward one; it was purposefully overcrowded by two times its maximum capacity. It isn't difficult to imagine the immediate impact of such drastic overpopulation, but, suffice it to say the specifics of the results are uncomfortable to visualize.

Psychologically Induced Tribalism

Vault 19 entrance and cafeteria area

Fallout: New Vegas

  • First Appearance: Fallout New Vegas
  • Location: Nevada

This vault can be explored during the events of Fallout: New Vegas , where it has since been taken over by the Powder Gangers. But, long before they arrived, its original purpose was to test the impact of subliminal messaging on its inhabitants.

Upon arrival, the residents were segregated into two groups and assigned one of two colors: blue, or red. Afterward, the vault exposed them to various stimuli that were intended to provoke feelings of paranoia and distrust. Terminal entries within the vault indicated that these subliminal messages were very effective and that the mutual distrust between its divided population was rapidly approaching a violent climax.

8 Vault 111

One of several cryogenic experiments.

Fallout Vault Overseers

  • First Appearance: Fallout 4
  • Location: Massachusetts

Fallout 4 really begins in Vault 111, located just outside of Boston near the suburb of Sanctuary Hills . While the Vault-Tec scientists claim that the newly arrived occupants are due for a decontamination procedure, that is just a lie to make enacting the real plan go more smoothly.

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In reality, Vault 111's experiment was with suspended animation via cryo-freezing, specifically to see how the human body would react to long-term cryo-stasis. The result ended up being the death of nearly every occupant for one, mostly having to do with systems failing over time.

A Vault Without A Working Door

Vault 12 Open Door And Ghoul Scientist in New Vegas

  • First Appearance: Fallout

In what is perhaps Vault-Tec's most straightforwardly dishonest experiment, Vault 12 was designed with a purposefully faulty vault door that would not seal properly, allowing radiation to seep into it so that its impact on the human body could be studied.

This would naturally result in the majority of the vault's population becoming ghouls. They would eventually emerge to find the ghoul haven of Necropolis, which the Vault Dweller can explore throughout the original Fallout title.

10 Vault 75

Using children to create the master race.

Vault 75 entryway

The experiment attached to Vault 75 is a solid contender for the absolute cruelest experiment ever carried out by Vault-Tec. Situated beneath Malden Middle School in the Commonwealth of Fallout 4 , its stated purpose was to protect the school's students and their families in the event of a nuclear attack.

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Upon entry, the students' parents were separated from their children and were summarily executed by the security staff under the pretense that they were undergoing "orientation." The children were then subjected to rigorous physical and mental conditioning. Those that did not achieve satisfactory results were disposed of once they reached the age of eighteen, and those that did were "harvested" for their superior genes.

11 Vault 22

Plant experimentation gone horribly wrong.

Vault 22 And Spore Carriers in Fallout New Vegas

The experimentation carried out in Vault 22 wasn't necessarily disturbing at its core. It was designed to sustain life purely by way of "green" living, keeping its inhabitants alive by virtue of the plant life that was grown and cared for within. The results, however, are where things start to get dark.

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A certain specialized fungus was used to keep pests from ruining their crops. Unbeknownst to them, however, were the mutagenic properties of the fungus. Once the spores took root in human hosts, they would gradually transform them into spore carriers, deadly and aggressively cannibalistic mutants that have claimed many lives since.

12 Vault 13

The original control group vault.

Vault 13 entry door and control panel

Not every vault created by Vault-Tec had a specific experiment attached to it, however, even this isn't something to celebrate. Some vaults, such as Vault 13, were primarily designed to serve as more or less an emergency stockpile of pure humans, or humans without damaged or mutated DNA from the wasteland.

These humans were to be called upon by the remnants of the U.S. government, or the Enclave as most know them, to serve as their lab rats and slaves with which they would rebuild the world. During the events of Fallout 2 , the Enclave would kidnap every Vault 13 resident (or rather, everyone that they hadn't already murdered) and imprison them aboard their headquarters off the coast of California, the Poseidon Oil Rig.

13 Vault 34

A vault with more guns than people.

Vault 34 dwellers

This vault is perhaps most famously remembered as the ancestral home of the Boomers faction in Fallout: New Vegas , where they resided before establishing their community at the Nellis Air Force base. It turns out that their affinity for weaponry has some deep and disturbing roots there.

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Vault 34 was purposefully designed with cramped living conditions as well as an absurdly overstocked armory full of weapons and ammunition. The cramped vault would soon become overpopulated, and the residents would continuously request access to the armory to protect themselves, which the Overseer would deny. This would eventually result in violent rioting.

14 Vault 77

When man's only company is a box of puppets.

Promotional Comic Featuring A Resident Of Vault 77 Talking To A Puppet

While it was never featured in a game, Vault 77 is mentioned in Fallout 3 and is featured in a promotional comic for the game. The main experiment of this vault was to test how a human would react in prolonged isolation with nothing but a collection of puppets.

This individual, known as the "Puppet Man," was the sole occupant of vault 77 before exiting in 2079. Interestingly, the player can find his jumpsuit in Fallout 3 , as well as a holotape that implies that the Puppet Man went on to become a frightening legend among the raiders of the wasteland.

15 Vault 106

Psychoactive drugs contaminating the air.

Vault 106 and Player's Hallucination sequence

Vault 106 was designed to simply begin pumping psychoactive drugs into its air filtration system a mere ten days after the door had sealed itself shut. Perfectly aware of the vault's purpose, the Overseer directed security personnel to dismiss any complaints resulting from this.

vault 87 experiment

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The Lone Wanderer can explore this vault during Fallout 3 , and will quickly come to realize that these drugs are still being filtered into the vault when they begin experiencing vivid and violent hallucinations. The few survivors left inside have been driven insane by consistent exposure to them and will attack anyone on sight.

16 Vault 81

Secret testing of deadly diseases on the populace.

Fallout 4 Vault 81 Door and Alexis Combes

The conclusion of Vault 81's experimentation is a true rarity, as the Overseer realized the inhumanity of its purpose and put an end to it before any lasting harm came to its general population. In fact, the Sole Survivor can explore Vault 81 in Fallout 4 , meeting its population of relatively sane and decent inhabitants.

Originally, the vault's purpose was to expose the population to an array of deadly diseases and illnesses, while a science team operated from a secret locale to develop and test various cures on the subjects without their knowledge.

17 Vault 108

A vault with more than one inhumane experiment.

Vault 108's entrance and one of the Gary clones

  • Location: Maryland

One of Fallout 3 's most memorably creepy locations is Vault 108. The vault had several experiments in place at the same time. Most of the standard job positions were intentionally unfilled, there was no entertainment yet an excess in weaponry, and to top it off, the life support systems were designed to fail within twenty years.

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The most notable thing about this vault, however, is its cloning experiment, which resulted in a man named Gary being cloned countless times by the vault's scientists. By the time of the player's arrival, only the hostile Gary clones remain.

18 Vault 95

Tempting addicts with all the drugs they'd ever want.

Cait From Fallout 4 and Chems from Fallout 3

Vault 95's stated mission almost seems altruistic in nature. It was to serve as a rehabilitation clinic for chem addicts, allowing them to overcome their various addictions, even as the outside world collapsed under a volley of nuclear missiles. However, its true purpose was much less than kind.

Although its detox program was a great success, a massive stash of chems and alcohol was hidden inside the vault, and a planted resident would "unearth" this cache after five years. Predictably, the staged discovery of this cache precipitated the vault's program unraveling entirely, and its population plunged into chem-fueled anarchy.

19 Vault 92

Psychopathic suggestions via white noise.

Vault 92 Band Practice Room

Though it sounds like the ideal place for music lovers and artists of all kinds, Vault 92 is anything but. By the time the player comes across it, vault 92 is reduced to a decrepit ruin filled with Bloatflies and Mirelurks , however, it was once home to some of the brightest musical minds the old world had to offer. The pitch at face value was to preserve humanity's musical genius, but its real purpose was to test the effects of combat suggestions via white noise.

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The vault's occupants were unknowingly subjected to white noise broadcasts through the vault's loudspeakers, eventually driving most of them insane with rage and leading to the death of virtually half of the vault's population.

20 Vault 11

Cyclical human sacrifice with an ironic twist.

Courier in the Vault 11 projector room

Of all the cruel experiments that Vault-Tec executed on unsuspecting victims, the one taking place at Vault 11 has to be the worst. Vault 11's inhabitants were instructed to select one of their own as a human sacrifice each year. If they refused, they were told that the vault would shut off its life support systems, and the entire population would die.

In reality, should the vault's residents refuse to sacrifice someone, the vault would provide an automated message congratulating them as " a shining example of humanity ." By the time they couldn't bear to sacrifice anyone else and bravely refused, its population had been whittled down to a mere five people. Unable to cope with their guilt after this brutal realization, four of those five people elected to commit suicide.

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Fallout’s Vaults have even crazier experiments in the games

From Vault 4 to Vault 76 and beyond

by Cass Marshall

Lucy (Ella Purnell) turning and looking at something over her shoulder with a Vault hallway behind her

[ Ed. note: This post contains spoilers for Fallout season 1, as well as information from the Fallout games.]

The Vault systems in the Fallout franchise are meant to be a utopia, a shelter away from the harsh apocalyptic Wasteland and nuclear fire.

Of course, nothing is ever as it seems, and a little bit of digging (Lucy’s journey in Fallout season 1 or playing to the end of Fallout 2 ) reveals that the Vault systems are actually a way to experiment on survivors. Some of the premises are so wild or impractical that it doesn’t seem like an experiment at all, and many failed spectacularly . (According to series creator Tim Cain, the purpose was to test humanity’s ability to travel through space , but this isn’t in any of the games so far.)

There are two experiments in the Prime Video show that we get to see: Vault 4 and the combined network of Vaults 31, 32, and 33. Something like Vault 4 is relatively straightforward: a society ruled by scientists. Unfortunately, the scientists’ experiments got out of hand, creating the monstrous gulpers and requiring a total restructuring of their society.

  • Fallout’s Easter eggs

Vaults 31, 32, and 33 are a little more complex. These interlinked Vaults rely on each other, with the members of 33 and 32 arranging marriages in order to diversify their populations. Early on, it appears that 32 fell to raiders. However, Norm and Chet soon find that the inhabitants of 32 died long before raiders ever arrived due to a terrible famine. As for Vault 31, we learn that Vault-Tec executives are frozen in here, and thawed whenever a new Overseer must be installed.

If you’re curious as to the other Vaults scattered across Fallout’s vast canon, here is a list of the monstrous experiments that Vault-Tec carried out after the apocalypse.

Lucy (Ella Purnell) holding her hand up and looking at something as she emerges from Vault 33

Vault 4: Those poor, unfortunate scientists. Now populated with the survivors, combined with refugees from Shady Sands. Chris Parnell plays the good-spirited Overseer, with a slightly strange single eye.

Vault 8: A control Vault, which means there was no active experiment. After 10 years, the Vault opened and used its Garden of Eden Creation Kit to found the large and successful Vault City.

Vault 11: This Vault had a psychology test in which the occupants had to vote for one human sacrifice each year or else lose all life support. The cruel conclusion of the experiment is that if the Vault Dwellers did refuse to sacrifice one of their own, the Vault would open and allow them to leave unharmed. Unsurprisingly, this is not what happened, and the results were tragic.

Vault 12: What happens if the Vault door doesn’t seal quite right, and radiation filters in? The answer is Necropolis, a community of Ghouls.

Vault 13: The home of the original Fallout ’s protagonist. Vault 13 was meant to stay closed for 200 years, but a faulty water chip led to one of their own trekking out into the world in search of a solution.

Vault 15: This Vault remained closed for 50 years, and the population was drawn from people of different walks of life and ideologies. Some of the population of this Vault went on to found Shady Sands, and eventually the New California Republic.

Vault 19: This Vault housed two societies, red and blue, each with one Overseer. What the occupants didn’t know is that they were flooded with subliminal messages to pit them against each other, which eventually culminated in civil war.

Vault 21: What if all conflict had to be resolved by gambling? The Vault would later be acquired by Mr. House and turned into a pleasant novelty hotel for tourists to New Vegas.

Vault 22: At first glance, it’s a botanist’s dream, in which the experiment is to develop plant life in the Vault with the help of sophisticated and advanced equipment. A parasitic fungus turned on the researchers and consumed the Vault.

Vault 27: Filled with double the sustainable population.

Vault 29: The age cap for occupants was 15 years old.

Vaults 31, 32, and 33: Lucy’s Vault (33), and the site of a lot of intrigue in season 1 of Fallout . The gist is that these three Vaults are interconnected, and 32 and 33 often exchange inhabitants to diversify the gene pool and create new generations. Things go horribly awry when the population of 32 is replaced with raiders, who attack — thus kicking off the events of the show. Lucy, and the other Vault inhabitants, do not realize that there is an experiment; they think this is the good life. And, as mentioned above, Vault 31 is there to house frozen Vault-Tec staff to bring into Vaults 32 and 33 as necessary.

Lucy (Ella Purnell) and her dad, Overseer Hank (Kyle Maclachlan) laughing over a science experiment in a still from Fallout season 1

Vault 34: The armory was stuffed with weapons, and there was no proper locking mechanism on the door. Eventually failed due to a riot and reactor damage.

Vault 36: Instead of proper food, the occupants were fed only a thin, watery gruel.

Vault 42: No lightbulbs of more than 40 watts were provided, which likely meant this Vault had a dim future.

Vault 51: This Vault was meant to test the limits of human tribalism, with an experimental AI running the show and selecting the Overseer. Perhaps unsurprisingly, the AI eventually killed the Vault’s occupants instead of rigorously testing them.

Vault 53: The equipment was designed to constantly suffer minor but repairable failures in order to study the effect stress had on the Vault’s inhabitants.

Vaults 55 and 56: In Vault 55, all of the entertainment tapes were removed. In Vault 56, they were all removed except for one really bad comedian. Truly, a terrifying fate.

Vaults 68 and 69: In Vault 68, the population only contained one woman. This ratio was flipped for Vault 69. This is one of the Vaults that feels especially disinterested in scientific curiosity in favor of cruelty; it’s hard to see any situation in which Vault 68 prospers.

Vault 70: The Vault stopped producing jumpsuits after six months.

Vault 75: This experiment was focused on breeding the perfect human, with failures being incinerated and successes joining the scientific staff to try and improve the process for the next generation.

Seen from behind, two roughly costumed figures escort a woman wearing a Vault 76 jumpsuit

Vault 76: A control Vault, and the one from which all Fallout 76 players emerge.

Vault 81: A Vault focused on researching diseases and antibodies. Similar to Vault 75, the residents were openly used as guinea pigs.

Vault 87: Experimenting on humans using the Forced Evolutionary Virus, which leads to super mutants appearing in the Capital Wasteland of Fallout 3 .

Vault 92: This Vault was filled with talented musicians, and then they were exposed to white noise that subliminally implanted combat suggestions. The musicians all lost their minds and descended into murder and mayhem.

Vault 94: Filled to the brim with pacifists and chill folk, this Vault was meant to prove the innate goodness of humanity. One year after the Great War, the doors opened, and raiders promptly blew the entire thing up.

Vault 95: Every occupant was struggling with an addiction to drugs, and this Vault was designed to study their withdrawal, and then reexpose them to an endless amount of chems. The Vault collapsed shortly afterward.

Vault 96: The Vault was filled with embryos that would be artificially raised to adulthood and then released into the Wasteland with robot companions and protectors.

Vault 101: A Vault designed to remain in total isolation from the outside world — until the events of Fallout 3 kick off, and the Lone Wanderer takes off in search of their father, James. It’s a fun parallel with Lucy and her search for her father.

A character from Vault 101 in the Capital Wasteland mod (pictured not in the Vault).

Vault 106: Psychoactive drugs were released into the air after the door was sealed. We can only hope the inhabitants had good trips.

Vault 108: The Vault was left without reliable leadership, and during its isolation from the world, the survivors accidentally cloned a whole host of Gary. These clones stalk the Vault, only able to say one word: “Gary.”

Vault 111: The survivors in this Vault were cryogenically frozen, with staff, security, and scientists making sure their pods remained operational. The Vault failed in 2078, and 210 years later, the Sole Survivor emerges from their pod in order to find their son, Shaun.

Vault 112: Dr. Stanislaus Braun took a much smaller population into this Vault and hooked them into virtual reality pods, where they could experience a true utopia. Braun eventually became bored, and the experiment turned much more sinister as he hunted down each survivor in their virtual reality, killed them, wiped their memories, and began anew.

Vault 114: Members of higher social classes were welcomed into this Vault, only to find it overcrowded and minimally equipped. The Overseer was selected outside of the usual population, with the intent of finding the most ornery and anti-authority candidate possible.

Vault 118: This Vault was meant to be filled with the ultra-wealthy and the working poor. However, before the working poor could arrive, funding ran out. The rich inhabitants would remove their brains, implanting them in robots, in order to survive forever.

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Lucky Ghost: The Story Behind The Worst Vaults in Fallout

Explore the horrifying and bizarre vaults in the Fallout universe as Lucky Ghost uncovers the dark secrets behind these infamous locations.

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Griot the NPC

May 1, 2024

vault 87 experiment

Fallout features 122 vaults built by Vault-Tec, but only 17 were designed to function as advertised. Lucky Ghost delves into the 10 most insane vaults known to exist, uncovering the horrifying tests and experiments conducted on the unknowing occupants.

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Key Takeaways:

  • Vault 87: A failed experiment with feev that turned humans into grotesque mutants.
  • Vault 11: Residents forced to sacrifice one person every year, leading to a cycle of violence and manipulation.
  • Vault 12: Deliberate exposure to radiation turned survivors into ghouls, leading to the creation of Necropolis.
  • Vault 19: Induced paranoia and division among residents, resulting in an abandoned and dangerous Vault.

Vault 87: Grotesque Mutants and Failed Experiments

Vault 87 was built to study the effects of feev on humans, but the experiments turned the dwellers into grotesque mutants. The mutants eventually took over the Vault, rendered unable to reproduce naturally. To replenish their ranks, they ventured into the Wasteland to infect humans with feev.

Vault 11: Sacrifices and Political Manipulation

Vault 11 subjected its residents to a horrifying tradition of sacrificing one person every year. Political factions formed to ensure they would lose the election for sacrifice, leading to manipulation, sexual favors, and a revolt against the Vault’s system.

Vault 12: Radiation Exposure and the Birth of Ghouls

Vault 12 had an intentional flaw in its door, exposing the residents to radiation. The survivors became ghouls, decaying humans with a sense of home and intelligence. However, their sanity would eventually decline, turning them into mindless monsters.

Vault 19: Induced Paranoia and Division

Vault 19 aimed to induce paranoia among its residents without using chemicals or violence. Divided into red and blue factions, the dwellers blamed each other for malfunctions and heard voices, leading to distrust and eventual madness. The Vault remains abandoned and dangerous.

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The most despicable vault experiments in Fallout history

Vault-Tec mascot from Fallout

When navigating the Fallout games, the bleak nature of the world leads players to some disturbing discoveries. Look a little deeper than simple skeletons on the ground, however, and it becomes clear the vaults are some of the most sinister locations in the games.

There is a certain irony in the idea that the places designed to keep people safe in the event of nuclear annihilation quickly become some of the most dangerous to live in. Unfortunately, this is not a quirk of circumstance and is absolutely by design, according to the game’s lore.

Vault-Tec , the company that built the vaults in the Fallout universe , is arguably one of the most nefarious organizations in any game. Entrusted with the future of humanity, they instead chose to use the vault system to perform a series of experiments on the inhabitants.

These vary wildly, with some designed to study human behavior in extremis and others simply staging grounds for chemical and biological experiments. That said, some vaults are considerably worse than their immediate peers.

The five worst vaults in Fallout games

vault 87 experiment

When entering Vault 11, very little appears to be wrong. All of the traditional vault features are present on first inspection, with Protectrons, Robobrains, and Sentry Bots still actively pursuing their duties. That changes when cycling through the entries on the terminals, however, all of which describe an experiment as devastating as it is pointless.

Upon entering the vault, the new residents were told that if they did not sacrifice one person each year, then the computer running the show would kill everyone. This was totally untrue. As soon as the dwellers refused to do so, a Vault-Tec message would play, commending them on their morality and opening the vault.

Unfortunately, they were unable to come to this realization before only five of the original group remained. Their fate remains largely unknown, though they likely headed out into the wastes. A cut character simply known as the Vault 11 Survivor has been found in the game files, suggesting at least one may have made a life for themselves. 

What remains of the vault is a monument to the tragic events that occurred within.

vault 87 experiment

There are few more immediately jarring concepts than human experimentation involving children. Unfortunately, that turned out to be Vault 75’s raison d’être. Built under Malden Middle School in Fallout 4 , it was billed as a safe place for the children to go in the event of nuclear war.

When the bombs dropped, the children were taken below and taught to fear the surface world that they would come to refer to as “Uptopland.” They were then educated and told that they would be trained so that one day they could return to the world above.

In reality, the strongest and most intelligent children were hand-picked and “harvested.” The purpose of this was to further understand the human genome and the process of creating super soldiers. It remains one of the most morally reprehensible vaults in the entire Fallout canon.

vault 87 experiment

One of the most bizarre experiments in Fallout 3, Vault 92 was designed to serve one highly specific purpose. To the general public, it was designed to hold 245 of the world’s best musicians, in an effort to “preserve musical talent” when the nuclear war began.

When the worst occurred, the musicians came to the vault, counting themselves among an extremely lucky few. Almost immediately, the vault’s true purpose was initiated as Overseer Richard Rubin implemented Vault-Tec Confidential Plan WNMSCE (White Noise Mind Suggestion Combat Experimentation).

This was designed to find further applications in combat scenarios, but things quickly spiraled out of control. What followed was a rapid descent into insanity for the former prodigies, with half the vault becoming maddened by the sound. 

Many turned murderous and killed those who remained, leaving nothing but the overarching feeling of death in Vault 92.

vault 87 experiment

Located in Fallout 3’s Capital Wasteland, Vault 87 can be found northwest of Little Lamplight. It is arguably one of the most important vaults in the entire series, serving as the birthplace of Super Mutants in the ruins of D.C.

After the vault’s original purpose was scrapped, the scientists and Overseer began to experiment heavily with the Forced Evolutionary Virus or FEV. In news that surprised nobody, the Super Mutants eventually escaped, kidnapping people from the wasteland and bringing them back to the vault for mutation.

Eventually, the FEV began to run out, and the Super Mutants headed out across Washington in a fruitless endeavor to find more. For the hundreds of people experimented on here and the countless more killed by the Mutants, Vault 87 has been a hugely destructive force.

vault 87 experiment

Vault 68 is a bit of an outlier as it never featured in any Fallout game, but the impossibly dark nature of the site warrants its inclusion. The vault only appears in the Fallout Bible, a series of background documents for the original Fallout games, written by game designer Chris Avellone.

The vault was designed to accommodate 999 men and one woman, the post-apocalyptic implications of which need no elaboration. Avellone mercifully expands very little upon the vault’s fate, which is likely considered a step too far, even for Fallout games.

We do know that there is a reverse equivalent, Vault 69, in which 999 women were placed with one man. Its fate is similarly murky, a rare blessing in a harsh, nuclear-scarred world. 

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Why would you lock 999 women and one man underground? The secret history of Fallout's human test vaults

Only 13% of Fallout’s vaults were built to save people from nuclear disaster - the rest were used to perform cruel, bizarre and hilarious social experiments

Fallout’s atomic protection vaults seem like an obvious thing to build in the face of unavoidable nuclear war: a series big underground bunkers to keep people alive as the bombs drop, then wait it out for a do-over when the air isn’t quite as face-melty. Except that’s not really what it was all about. The vaults were about saving humanity, kinda, but not necessarily people. 

You see, there were two kinds of vault. Control vaults, like Fallout 76 ’ s Vault 76, did the job of keeping people alive. But only 17 of those were ever made; all other vaults existed as nothing more than experiments to collect data as part of a ‘Societal Preservation Program.’ They were designed to have a flaw, a problem or… something, to test the inhabitants. Often in fatal and cruel ways. 

The vaults were never meant to save anyone

vault 87 experiment

This is a well known part of Fallout history but its origins have really been lost in the mix and, oddly, it’s never been explicitly stated or explained in the games. Fallout 3 and Fallout 4 make it clear the vaults are conducting experiments, refer to Vault 76 as one of the ‘control vaults’ and even reference or quote parts of the original 1990s games’ design documents. But the actual information and clarification as to why any of this was happening never actually made it into a game.

To find out why the vaults were essentially glorified torture boxes you really have to poke around early, and largely lost, lore - specifically the original developer Black Isle Studios’ design documents for Fallout 1 and 2, as well as Van Buren , Black Isle’s codename for its cancelled version of Fallout 3. Investigating old documentation and cut content reveals that the real plan to ‘save’ humanity was to either repopulate the Earth from elitist ranks that considered themselves a pure genetic line, or take them to a new planet in a spaceship. 

vault 87 experiment

The rest of humanity were little more than lab rats, with the vaults used either to test situations survivors expected to face (hence things like Vault 53 where everything broke down all the time), or provide things needed to rebuild (super soldiers, eugenics and disease cures; Vaults 92, 75 and 81 respectively). Some, mentioned only in unused design documents, were just plain weird: Vault 70’s clothing machines broke after six months, Vault 36 had no food save “a thin, watery gruel”, 27 was deliberately overcrowded, 19 was split into two teams: ‘Red’ and ‘Blue’ and, perhaps the cruelest of all, Vault 42 only had 40 watt light bulbs. 

This was all the Enclave’s idea - the post-apocalyptic remnants of the US government - whose members originally funded the vaults before the war. But there was never any intention to use them as advertised. In the Fallout universe, the US population was around 400 million in 2077 (the year the Great War broke out), which would have required 400,000 max 1000-capacity vaults. The government built 122, some of which only housed a few hundred. Chris Avellone, a designer on 1998’s Fallout 2 on PC, the unreleased Van Buren and Fallout: New Vegas , wrote in the original Fallout Bible (a reference document gathering together all the background history, story and lore) that the “real reason for these vaults was to study pre-selected segments of the population to see how they react to the stresses of isolationism and how successfully they re-colonize after the vault opens.”

A new beginning

vault 87 experiment

This was something you were originally meant to discover in Fallout 2’s Vault 8, according to Avellone: "It was intended that while the player was reading the Vault 8 records in Fallout 2, they could discover a classified file which explained that Vault 8 was a ‘control vault,’ This was intended to foreshadow the discovery of the true and sinister purpose of the vaults." The actual passage that was eventually cut from the game reads as follows: 

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“Incredibly, all 122 of Vault-Tec's public vaults were part of a grand social experiment orchestrated by the US government. Only 17 of those vaults, dubbed ‘control vaults’, were designed to function correctly (it seems Vault 8 was one of the lucky few). The rest were meant to have various critical flaws, so that the government could study the pre-selected occupants, and see how they react to the stresses of their situations, and how well they're able to re-colonize once their vaults open.”

This “true and sinister purpose” was originally intended to be followed up in some of Van Buren’s missions like ‘Bloomfield Space Center.’ Here the player could discover factions trying to launch a rocket. In the original design outline it mentions the Enclave took control of this area in 2076: “They knew nuclear war was just around the corner, so they tried to refit the Hermes-13 and convert it into a vehicle that would take selected personnel (mainly themselves) off-planet, destination yet to be determined.”

The rocket was all but ready to launch before the bombs dropped, but with the Great War all but starting budget was redirected into building more vaults. The plan at this point in the lore seems to be the Enclave would wait out the war on their oil rig off the Californian coast (as well as their own private vaults) collecting all the data from the public vaults to plan for leaving the planet.

vault 87 experiment

Van Buren (above), also contained Vault 29, a vault deliberately populated entirely with children to be raised and shaped into a nature-loving, technology-free primitive culture. The idea being this culture might have a greater chance of survival with less dependence on technology. While Van Buren was never released, Vault 29 is where Harold, the tree you meet in Fallout 3’s Oasis, originally came (before he was a mutant tree obviously). Twin Mother’s, the post-apocalyptic civilisation Vault 29 went on to build, is also mentioned briefly in Fallout: New Vegas. 

"Cut content from Fallout 1 and 2 is considered non-canon, despite crucial parts forming the basis for Bethesda's take on the series, which is considered canon"

Despite the references and nods to this original, late 1990s lore, it’s debatable how much of this stuff counts anymore. While some elements are widely accepted as no longer canon , there’s never really been an official verdict, more a case of fans making their own decisions - cut content from Fallout 1 and 2 is considered non-canon, despite crucial parts forming the basis for Bethesda's take on the series, which is considered canon. Plus there are lots of threads that unravel between all the cancelled content and game prototypes - Black Isle had earlier, canned versions of both Fallout 2 and 3, for example. And, while story elements that allude to the vaults’ true purpose never made it into the final cut of Fallout 2, Van Buren continued to roll with many of the original concepts and several of it's developers went on to make Fallout New Vegas incorporating some of the Van Buren's concepts and ideas.

Bethesda has never explicitly confirmed how much of the original Black Isle history stands and what’s fan service. The 2008 Penny Arcade cartoon ‘One man and a crate of puppets’ used to promote Fallout 3 (and created with then lead designer Emil Pagliarulo) reiterates the idea that the vaults were a social experiment that were never meant to save anyone. Most crucially it quotes the original Fallout bible when saying they were “designed to study pre-selected segments of the population”. 

Both Fallout 3, 4 and 76, have also made it clear Vault 76 is a ‘control’ vault, apparently further confirming the lore of the previous games. While an entry on a Vault-Tec Regional HQ terminal in Fallout 4 also says, “Dr. Reid is beginning to get on my nerves. All he talks about now are his theories on how the vaults were built to run experiments on people, and not actually help them at all.” All of which suggests the lost lore and explanations stand, in which case, what were the worst things the Enclave did in order to collect data? Okay, [deep breath] here we go...

vault 87 experiment

Yearly sacrifices (Fallout: New Vegas)

Once this vault was sealed, its Overseer informed the population that unless they sacrificed one person a year everyone would die. People took that badly and immediately nominated the Overseer as the first victim. That led to years of perverse elections where people desperately campaigned to not be Overseer, as political groups grew up around nominating their enemies. Eventually one Overseer instigated random selection instead, which started a civil war between the groups. When it was over, five people survived who refused to make a sacrifice. When that happened an automatic message played congratulating their “shining commitment” to human life, and the vault opened. Messed. Up.

Vault 68 and 69

999 men and one woman, and 999 women and one man, respectively (Fallout Bible and Fallout 2 cut content)

Both these vaults were only ever referenced in the Fallout Bible and cut content from Fallout 2 via computer files the player could access. Vault 68 was to be inhabited by 999 men and one women, “you can only imagine the horrors that took place there,” the terminal entry original said. While the reverse Vault, 69, had 999 women and one man, and was described as “interesting’. What this was meant to test is never revealed. 

Vault 12 and 6

vault 87 experiment

Radiation testing (Fallout and the unreleased Fallout Extreme)

If you ever wondered where all the ghouls game from (Fallout’s radioactive zombies) then it was from the Enclave testing to see what radiation did to people. Result: radioactive zombies. Vault 12 was part of a mission in the first Fallout game and was built with a faulty door that wouldn’t close properly. The irradiated population went on to become ghouls and found the city of Necropolis. Vault 6 on the other hand, just let a small amount of radiation in every day and had much the same result. 

Vault 55 and 56

No entertainment and only bad entertainment, respectively (Fallout Bible and Fallout 2 cut content)

Possible the most evil vaults of all, 55 was to have “all its entertainment tapes removed” while 56 would have “all its entertainment tapes removed, with the exception of one featuring a particularly bad comic actor” This was originally to be discovered cut Fallout 2 stuff with the Fallout Bible adding “sociologists predicted [Vaults 56’s] failure before Vault 55.”

vault 87 experiment

Human genetic testing (Fallout 3)

The Vault 87 records sound noble enough, with talk of work to “advance human genetics”. But what that actually meant was was using its inhabitants as test subjects for the Forced Evolutionary Virus (or FEV), the gene wrecking macguffin that gave us Super Mutants, Ghouls and more. Fun fact: most mutants in the game are due to FEV, not radiation. Although not fun if you were one of the innocent people ‘diagnosed’ with a condition by the medical staff and taken away for experimentation. 

vault 87 experiment

Subliminal super soldier creation (Fallout 3)

While the outward appearance of this vault was one created to preserve musical talent, it was really a cover. This vault was actually built to create super soldiers via ‘White Noise Mind Suggestion Combat Experimentation.’ People were fed unconscious messages designed to make them into the perfect killing machines the Enclave thought it would need after the war. Except they all went mad. And murdered everyone. 

vault 87 experiment

Full of addicts. And drugs (Fallout 4)

This vault might have seemed altruistic but it’s addiction rehabilitation program was one of Vault-tech’s more cruel research programs. After five years of treatment, which saw various addicts cured and happy, a secret Vault-tech insider, Randall Guitierez, opened up a secret stash of drugs to “thoroughly document the response of the community.” The diaries suggest an almost immediate and violent collapse, although what happened isn’t clear. Interestingly it’s mentioned in a file where a Vault-tech employee is convicted the vaults “were built to run experiments on people” but none of his co-workers believe him. 

vault 87 experiment

Terminally ill leaders, broken power and cloning (Fallout 3)

It’s not entirely clear what Vault 108 was meant to be testing but it was definitely not good. Its overseer Brody Jones was selected because he was genetically predisposed to a form of cancer expected kill him 40 months after entering the vault. In addition all “standard positions” had been left unfilled, leaving responsibilities and control unestablished. The power was also designed to fail after 20 years. In addition it was also kitted out with state of the art cloning facilities. What any of this was meant to prove was never made clear and the only thing left when it was opened in Fallout 3 were numerous aggressive clones called Gary. 

If you want to see where Fallout is going next then check out Fallout 76 , where you attempt to reclaim the post-apocalyptic wasteland online with friends.

I'm GamesRadar's Managing Editor for guides, which means I run GamesRadar's guides and tips content . I also write reviews, previews and features, largely about horror, action adventure, FPS and open world games. I previously worked on Kotaku, and the Official PlayStation Magazine and website. 

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vault 87 experiment

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  • Super mutants
  • Fallout 3 creatures

Vault 87 super mutant

by discussing this issue on the .
s quality standards, this article or section may require cleanup. Please help by the article.
For general information about all super mutants, see .



Broken Steel
Vault 87 super mutant's dialogue

East Coast super mutants

Vault 87 super mutants or East Coast super mutants are a species of super mutant found in the Capital Wasteland .

  • 1 Background
  • 2.1 Biology
  • 2.2 Social behavior
  • 2.3 Gameplay attributes
  • 3.1 Super mutant
  • 3.2 Super mutant brute
  • 3.3 Super mutant master
  • 3.4 Super mutant overlord ( Broken Steel )
  • 3.5 Super mutant behemoth
  • 4 Related quests
  • 6 Notable quotes
  • 7 Appearances
  • 8 Behind the scenes
  • 11 References

These super mutants were created in the " Evolutionary Experimentation Program ", the experiment assigned to Vault 87 . The modified strain of F.E.V. used to create these mutants resulted in a new strain of super mutant which, in addition to becoming sterile, grow larger and stronger as they age. [1]

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] Their routine behavior included raiding to kidnap people for conversion with the EEP mutagen. [2]

Their inability to reproduce (possibly bolstered by the FEV batch and/or human procreation instincts) leads to an obsession with preserving their species: they attempt to capture live humans as often as possible, in order to infect them with FEV, or "green stuff," at Vault 87 . [1] However, by 2277, the mutants are running out of FEV and are looking in desperation for a new source of the virus. [3]

Characteristics

The inferior FEV strain used at Vault 87 retains the recursive growth patterns characteristic to FEV, but has a different effect, which may be also linked to how infection was performed in the labs. Test subjects were exposed a single time to FEV in isolated chambers, where virus was deployed as airborne particulate. When exposed, phenotypical changes occur within three days and include increased muscle mass, changes in skeletal structure and atrophy of all visible sexual characteristics, creating an uniform body shape devoid of genitalia or other sexual dimorphism. [4] [1] At ten days, skin pigmentation becomes a mixture of yellow and green, while its thickness and resistance to radiation and other environmental hazards rapidly increases. [5]

However, a key problem with this batch is that the mutation does not stop. Within fourteen days of initial exposure, subjects regress to an almost feral state, exhibiting extreme aggression at every non-mutant. While some semblance of cognition is retained, exhibited by the ability to speak, operate machines and use basic tactics in combat, super mutants of this type are typically characterized by significant mental retardation. [6] Another unforeseen side effect is that the unfinished virus strain codes the body for continued growth. [1] If a super mutant of this type eludes death for prolonged periods of time, they may become a considerable threat, reaching the size of a small building. [1]

Social behavior

Super mutant society is loosely hierarchical, with the weaker (most recently transformed) super mutants generally giving way to the stronger. The super mutant hierarchy can be roughly defined as such: grunt, brute, master, overlord and behemoth. The behemoths are so strong and savage that they are the only thing feared by other super mutants. [1] Super mutants occasionally fraternize with one another and joke about puny humans or tell legends of other impressive mutants, like the rare behemoths - though their exchanges are limited in scope and a far cry from anything resembling a proper human language. [7]

Gameplay attributes

Despite their seemingly low intelligence, super mutants can sometimes employ effective military tactics. Melee-armed mutants will move in to engage the player 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 . At higher levels they can be found in groups of three to five, with a few centaurs acting as their watch dogs.

Super mutant

FO3 super mutant

These are the weakest of the Capital Wasteland super mutants. They are usually encountered in groups of two or three, led by a stronger super mutant. 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. Some of their prime locations are the GNR building plaza , the National mall , the Statesman Hotel , the National Archives , and Falls Church .

Name ( )StatisticsBehaviorAbilitiesItems

0001cf93
6 60 3 100 0%
Very aggressive: Will attack enemies and neutrals on sight. Foolhardy: Will never flee or avoid anyone. Helps friends: Will help friends and allies.
Melee (4 Damage ) Radiation Radiation resistance 100%

Icon dead

1 10 3 100 0%
6 60 3 100 0%

Super mutant brute

FO3 super mutant Brute

Super mutant brutes are generally stronger and tougher opponents than regular super mutants, as they are better armed and armored. They are the most common of all super mutants once the player reaches a high enough level, and are easily distinguished by their galea-like metal helmets and crude metal armor.

Name ( )StatisticsBehaviorAbilitiesItems

00027fb3
9 90 5 250 0%
Melee (5 Damage ) Radiation Radiation resistance 100%
4 40 6 10 0%
9 90 5 250 0%

Super mutant master

Super mutant master

The super mutant masters are the group leaders of the mutant army which plagues the Capital Wasteland. They have the most hit points of all "common" super mutants. They're discernible by their armor which consists of black tubing which wraps around their lower and upper body and a fighter pilot helmet. A gas mask is strapped to their left shoulder, acting as a makeshift pauldron. They are generally never alone and are usually accompanied by one or two brutes. They tend to hang around old slaver settlements or abandoned towns, and they are rarely out in the open, wandering the wastes. Some reports suggest that they may also be found at abandoned Enclave facilities.

Name ( )StatisticsBehaviorAbilitiesItems

00092c4d
12 120 6 360 0%
Melee (6 Damage ) Radiation Radiation resistance 100%
12 120 6 360 0%

Super mutant overlord ( Broken Steel )

Super mutant overlord

The super mutant overlords are variants added to the game in Broken Steel . They are aged, and powerful super mutants who already appear to be evolving into behemoths. Their intelligence (in comparison with other types of super mutants) is questionable, but they are smart enough to wield energy weapons. Sometimes, they are seen leading groups of other super mutants, but they more frequently tend to act alone, or in pairs. Overlords also have a 40 unblockable damage bonus when attacking with a tri-beam laser rifle and a 25 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 motion. They have a good chance of dropping above-average loot such as stimpaks , mini nukes , and purified water . They appear frequently at later levels.

Name ( )StatisticsBehaviorAbilitiesItems

00626e
12 120 8 1250 0%
15 150 8 1250 0%
12 120 8 1250 0%

Super mutant behemoth

FO3 super mutant behemoth

The behemoths are the greatest threat among the East Coast super mutants. There are only five of these behemoths, although reports of their sightings continue long after the last of them are killed. They are the strongest of their kind, as well as many times larger than any other humanoid creature. They are usually armed with almost unrealistically large fire hydrants mounted on a large water pipe; other than that, they also use their enormous fists. Either way, both weapons are heavy-hitters, and will cause major damage against any enemy smaller than them.

Killing all five behemoths will grant you the achievement/trophy , The Bigger They Are... .

Name ( )StatisticsBehaviorAbilitiesItems
)
0004baf4
15 150 5 2000 0%
Melee (33 Damage ) Radiation Radiation resistance 100%
  • Fire hydrant
15 150 5 2000 0%
Aggressive: Will attack enemies on sight. Foolhardy: Will never flee or avoid anyone. Helps nobody: Will not help anyone.

Related quests

  • Finding the Garden of Eden
  • Galaxy News Radio
  • Picking up the Trail
  • Big Trouble in Big Town
  • Reilly's Rangers
  • Blood Brotherhood
  • There is a friendly super mutant named Uncle Leo , who is found in the random encounter "the super mutant philosopher". Another friendly super mutant is Fawkes , who is a possible companion .
  • If a super mutant picks up a pistol, it will use exactly 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 is automatic.
  • 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 "couldn't make it past the super mutants".
  • 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 .

Notable quotes

  • "I have joke for you. Ready? Knock knock."

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000c73bb_1.ogg

  • "Who there?"
  • "Humans who?"
  • "Kill the humans! Kill them all! Aggghhh!!"
  • "Ha ha ha ha ha ha ha ha ha! Oh... oh... ha ha ha ha ha ha.... That a good one! Ha ha ha ha ha!"
  • "I was just wonderin'... What are you doing? Something good? Something fun? Me, I'm bored. Need somebody to kill. Or something to eat..."

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000a9cf8_1.ogg

  • "I was thinking. And it hurt! Hurt my head! But I remembered things. From before... I think I knew a woman. Or maybe, I WAS a woman... Aggh! It hurts!"

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000a4a4e_1.ogg

  • "Wish I had a new weapon. Something good to smash with. Wish I could hold one of those Behemoth clubs. So big! So much crush!"

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000a9cf7_1.ogg

  • "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..."

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000a4a4d_1.ogg

  • "Have you found green stuff? I haven't found any. Ever. Maybe it's a lie. Maybe we're wasting our time. We could be out killing..."

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000a4a4c_1.ogg

  • "This is boring. We should be collecting more humans. We need more of us! The bucketheads have killed too many..."

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000a4a4b_1.ogg

  • "I'm hungry! I need something to eat. Meat would be good... A Brahmin head, roasted just a bit, with some..."

https://fallout-archive.fandom.com/wiki/File:Genericsup_supertalk1_000a4a4a_1.ogg

  • "I'll wear your bones around my neck!"

https://fallout-archive.fandom.com/wiki/File:Genericsup_normaltocombat_0006296f_1.ogg

  • "I'm gonna eat your arms... when you're dead, human!"

https://fallout-archive.fandom.com/wiki/File:Genericsuper_mutant_attack_0002959c_1.ogg

  • "What you up to? Something fun? Something to eat? Me bored!" "Why you care?! You human or something?!" "Never mind! You too dumb to talk to!"
  • "I have a joke for you. Ready? Knock knock. Who's there? Humans. Humans who? Kill the humans, kill them all! Hahahahaha. Oh, that's a good one. Hahaha!"
  • "Now try and hide... from THIS!"

https://fallout-archive.fandom.com/wiki/File:Genericsup_alerttocombat_00062960_1.ogg

  • "Got something for you!"
  • "AH! Wounded!!"
  • "No more games, time to die!"

Appearances

Vault 87 super mutants appear in Fallout 3 and its add-ons Broken Steel and Mothership Zeta .

Behind the scenes

  • Early in development of Fallout 3 , there were only three super mutant classes - Grunt, Spinebreaker, and Behemoth.

Icon pc

Super mutant brutes are notorious for using miniguns and even missile launchers.

Super mutant overlords utilizing superior technology

Super mutant overlords utilizing superior technology

Comparitive size of a behemoth to that of a human

Comparitive size of a behemoth to that of a human

Super mutant concept art

Super mutant concept art

Super mutant concept art

Behemoth concept art

Concept art by Adam Adamowicz

Concept art by Adam Adamowicz

Concept art by Adam Adamowicz

  • ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Fallout 3 Official Game Guide Game of the Year Edition p.42: " Super Mutants " "The Super Mutants that infest the urban ruin of Washington D.C. originated in Vault 87. Those unlucky enough to have reserved space in Vault 87 soon found themselves forcefully taken to a secure part of the vault, where they were locked in airtight chambers and exposed to a concentrated form of the F.E.V. The Overseer and his security force had no real idea what to expect; they were simply following the "plan." When the exposed vault dwellers started transforming into Super Mutants, nearly the entire vault population had been exposed. Those who hadn't yet metamorphosed knew what was coming, and, well...it didn't end well for humanity. The dwellers of Vault 87 were turned into Super Mutants in 2078, and have been a presence in the Capital Wasteland ever since. Most of those original Super Mutants have long since been killed. But whether it's because of the nature of the F.E.V. they were exposed to, or a simple underlying human instinct, the Super Mutants of the Capital Wasteland are obsessed with the preservation of their own species. Super Mutants are asexual and incapable of procreation, so their only way of reproducing is to kidnap other humans, drag them back to the Vault 87 chambers, and infect them with F.E.V. And so they have done, for nearly 200 years. Super Mutant society is loosely hierarchical, with the weaker (most recently transformed) Super Mutants generally giving way to the stronger. The Super Mutant hierarchy, as defined by the Capital Wasteland contingent of the Brotherhood of Steel, is as follows: Grunt, Brute, Master, and Behemoth. Generally speaking, the Super Mutants of the Capital Wasteland get bigger, stronger, and dumber as they age. The Behemoths are so strong and savage that they’re the only thing feared by the other Super Mutants." ( Fallout 3 Official Game Guide faction profiles )
  • ↑ The Lone Wanderer : "Why did they build the walls?" Manya Vargas : "Well, the Raiders, for one. Once the town got big enough, they'd wait until the traders and their guards were away, then come in and clean us out! Now the Super Mutants... They were a whole other breed of problem. They'd kill us if they had to, but mostly they tried to drag people away! Alive! So, eventually, my father did something about it. Him and a few others organized the traders and the citizens and built the walls. So we're pretty safe now. Still, I wish those Brotherhood of Steel fellers hadn't hit on such hard times. They really helped keep the wolves at bay." ( Manya Vargas' dialogue )
  • ↑ Vault 87 conversation between two mutants.
  • ↑ Chief Physician's Terminal, Entry 87-34224
  • ↑ Chief Physician's Terminal, Entry 87-34265
  • ↑ Chief Physician's Terminal, Entry 87-34335
  • ↑ Surgeon's Notes, Entry 64D-A3
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Forced Evolutionary Virus

The Forced Evolutionary Virus , or FEV , is an artificial virus created by West Tek 's NBC Division . Its ability to force changes in both the genotype and phenotype and ease of modifying it for whatever purpose desired made it one of the most important mutagens in the wasteland , harnessed by different organizations and individuals for their own purposes both before and after the Great War . FEV exists in various forms across all of the Fallout games, mainly to serve the goals of the various antagonists. It was through the FEV that the Master made his race of super mutants and how the Enclave meant to commit genocide on humanity.

There are multiple strains of FEV in existence, tailored for the specific goals of these entities. The strain responsible for creating regular super mutants is called FEV-2 [1] [2] [3] and represents the pinnacle of pre-War research into the virus. A different FEV strain is the source of the super mutants infesting the Capital Wasteland , intellectually inferior to their West Coast cousins. Other strains created the monsters of Appalachia and the distinct super mutants of the Commonwealth . The Institute 's strain also served the basis for their eventual generation 3 synths .

Beyond direct mutations, FEV had other effects: The ease with which FEV could be synthesized and used to force mutations, resulting in many horrors being unleashed on the wasteland, was one of the causes for the Brotherhood of Steel 's policy of technological containment. [4]

  • 1.1 Mechanics
  • 1.2 Effects
  • 2.2.1 Psyker program
  • 2.3 EEP strain
  • 2.4 Institute strains
  • 2.5 Huntersville strain
  • 3.1 Appalachian experiments
  • 3.2 Albino mole rats
  • 3.3 FEV Curling-13 strain
  • 3.4 Modified FEV Curling-13
  • 3.5 Intelligent deathclaws
  • 3.6 Fire ants
  • 4.1 Batch 10-011 and the beginning of FEV
  • 4.2 Batch 11-011 and nationalization
  • 4.3 Batch 11-111 and further human research
  • 5.1 Vault 87
  • 5.2 The Unity
  • 5.3 Vault 96
  • 5.4.1 Enclave modified FEV
  • 5.5 The Institute
  • 6 Appearances
  • 7 Behind the scenes
  • 8.2 FEV subjects
  • 8.3 Dipping
  • 10 References

Characteristics [ ]

Mechanics [ ].

Fo1 Dipping

The standard dipping method used by the Unity , resulting in a severe overdose of the virus.

The Forced Evolutionary Virus is a megavirus, transmissable through direct contact or injection. [5] [6] It cannot infect individuals through airborne transmission from an already infected individual. [6] In most cases, it is seen in the form of a green liquid contained within large vats, [7] but it can also be administered via an aerosol solution. [8] It has a strong structure: A protein sheath reinforced by ionized hydrogen, allowing it to absorb neutrons without being radioactive, making it immune to radiation. [5]

The purpose of the virus is to correct its host's DNA, creating a theoretically better specimen. As FEV is a shifting-absorptive virus, it copies DNA patterns not unlike RNA, storing them in exons and combining them with FEV. The virus is pre-programmed with corrected DNA patterns appropriate to the species (at least theoretically), and the DNA is merged with them through FEV's own recursive code. The resulting genetic code is then re-injected into the host cell in typical viral infectious fashion, regenerating its DNA. While the process is theoretically sound, FEV partially relies on the host's DNA and includes portions of its code when re-injecting the cell, which can cause unpredictable effects. [9] [10]

Furthermore, the effects also depend on the method of exposure and levels, as FEV does not seem to replicate within the host's body and its effects are limited by the size of the sample: While the iconic super mutants are created by exposing humans to an amount considered to be a severe overdose, [3] by immersing them entirely in a vat full of FEV, [11] and super mutant transformation can also occur through long term exposure to low concentrations of FEV (which is the source of the second generation super mutants, Enclave slaves doomed to work at Mariposa), [12] direct injections produce limited, controlled mutation in a given area. The Master's experiments included injecting FEV directly into various areas of the brain to induce psychic ability , with some success. [13] [14]

Effects [ ]

When administered to a genetically viable individual, the infection process will rewrite portions of the host’s DNA, causing accelerated mutation, usually leading to conspicuously complete DNA strands [3] and recursive growth due to the FEV's own patterns. [10] The process is generally extremely painful, depending on levels and method of exposure. Some strains cause extreme pain and body deformation upon overdose and long-term exposure. [15] Others cause rapid physical changes in a short period of time and excruciating pain that results in permanent mental damage in most subjects. [16] In non-viable individuals, such as those with significant genetic damage due to radiation sickness or exposure to other form of FEV, [17] the mutation forced by FEV's recursive growth patterns can lead to massive overhauling of the body's systems, organ failure, and expiration. [10]

The actual effects of this process largely depend on exactly what DNA is programmed into FEV. It is modifiable by design, and while the initial design focused on creating super soldiers, it can be used as a general purpose mutation vector. For example, the Master modified FEV-2 to only bond with human glyco-proteins, and the Enclave used that functionality to turn it into FEV Curling-13 , a potent toxin that would target exclusively humans (mutated or not). The whole process took only a few years, and in the meantime, the Chemical Corps also experimented with modified FEV to create Frank Horrigan . [18] On the other side of the continent, Weston Lesko experimented with FEV as a mutagen for the purposes of genetic recoding, to reduce giant ants to their original size. The unpredictable nature of FEV, however, resulted in a disaster that claimed Grayditch . [19] [20]

One common effect of FEV is continuous augmented cell growth, as FEV causes constant regenerative updates to cell DNA. In humans, this results in a mitosis rate at least 15% faster in super mutants, which also grants an extended lifespan. Theorized to be a 10% extension by post-War analyses, [3] FEV can actually render host organisms immortal: Augmented growth offsets cell death and the constant regenerative updates prevent genetic damage responsible for aging. It also prevents damage from ionizing radiation and genetic diseases. [21] [22] However, there is a potential side effect: The same mechanism can also cause sterility, if FEV misidentifies gametes as damaged cells during the mutation process. In this case, FEV would "repair" the "damage," making these cells permanently non-viable. [23]

It is not clear if and how FEV affects sperm. However, in any species with a non-renewable pool of oocytes (i.e. whose female members are born with a finite amount of cells that can mature into fertile ova), FEV would target this pool and "fix" it. As such, even if spermatogenesis resumes in males, producing viable sperm, [24] [Non-game 1] this sperm would be unable to merge with the "fixed" ovum, and any attempt to reproduce would fail. [25] This was confirmed with FEV-2 super mutants created by the Master: FEV rendered them unable to reproduce with any other creature. [3] [23] This fact went unnoticed for years, as FEV-2 did not destroy primary sexual organs, and the effects took place on a cellular level. [2]

FEV was designed to introduce permanent changes to the host, and as such did not retain unaltered original copies of the subject's DNA. It could only theoretically be "cured" by a virus that re-infected the subject with its original DNA like FEV did, which technically would be a second forced mutation, rather than a cure. Secondly, there was no known way to remove the FEV from the host before the Great War. [26] While the Enclave developed an inoculation that prevented its version of FEV from affecting the subject, which could be administered by injection or aerosol exposure, it only affected its particular version of the toxin and was not a cure. [27]

A potential cure was created by The Institute. Its continued experiments with FEV after the Great War iterated on the original design. In the late 23rd century, Dr. Brian Virgil confirmed the hypothesis, creating a retroviral serum capable of reversing his transformation into a super mutant (which was necessary to escape the Institute's underground facility). The week-long mutation was not a cure, but a secondary mutation into a human, with the genetic resequencer resulting in side effects, such as restoration of his hairline and an increase in muscle mass. [28] [29] It was a significant advance, but was specifically designed to work with the Institute's strain of FEV, with any possibility of generalizing the formula requiring years, if not decades of additional research. [30]

Virus strains [ ]

FEV research was spun off from the Pan-Immunity Virion Project in March 2075, two years into the initiative. Initially seen as a possible cure for the New Plague and Chinese bioweapons, it was noted that the virion could become a transmittable genetic-engineering virus, allowing for infectious evolution. [31] Using batch 10-011 as basis, provisionally renamed Forced Evolutionary Virus, it still used the quad-helix structure of PV, and initial experiments on single-celled organisms were promising: They demonstrated increased immunity to infection and radiation. Chloroplasts were unaffected by the virus, causing experiments on plants to be cancelled. [32]

Subsequent experiments with flatworms demonstrated that FEV affected organisms in real time: Flatworms increased their size by 28% within hours and demonstrated resistance to 39 separate viral contagions. Each sample also procreated successfully (though only asexually), retaining the quad-helix structure. Experiments on insects showed less success and were indefinitely postponed. [32]

On vertebrates such as white mice, FEV showed even greater effects: Growth began within hours, stabilizing after 9 days, producing the greatest increases in striated muscle tissues and organs like the liver, heart, and kidneys. Increased intelligence was also noted, completing mazes in half the time of the control group. Further experiments on rabbits confirmed that brain activity immediately increased 3.2 seconds on average after injection, alongside the usual increase in size. FEV primarily affected dendritic connections, in the limbic system and frontal cortex (which appeared tied to increased aggression and posturing). [32]

In 2076, experiments began with batch 11-011, modified to improve the mitotic cycle efficiency. Experiments on raccoons demonstrated the usual size increase, with behavioral tests confirming increases in intelligence and manual dexterity by 19 points on the Schuler-Kapp index . FEV allowed several subjects to actually escape containment. Further modifications spliced into FEV and provided by Barnett's advisory team, identified as batch 11-101a, resulted in FEV that caused immediate growth, increased final size, and high aggression, but did not affect the intelligence of the dogs used as test subjects. 92 allele pairs from the batch were selected for recombination with batch 11-011. [32]

The crossover took four months, resulting in batch 11-111. When used on chimpanzees, it resulted in unprecedent growth and immunity to chemical and radiological agents: Deliberate attempts to induce cancers failed. The subjects exhibited increase aggression, forcing them to be isolated, with two of the fifteen suffering epileptic seizures leading to their death. By January 2077, the military elected to relocate all assets to the newly built Mariposa Military Base in central California, to commence human testing on human subjects, despite objections from West Tek staff. [32] FEV was considered as nearing completion, demonstrating consistent size and muscle density increases by approximately 60% and potential intelligence increase by 200%. [33] The potential to create super soldiers was tremendous. [34]

It is not entirely clear when FEV was divided into FEV-1 and FEV-2. At the onset, FEV was simply a variant of PV, named without a discriminator, and both names were used interchangeably. Batch identifiers suggest a logical progression: 10-011 was the first version of FEV (corresponding to 2-3 in decimal), derived from FEV, with 11-011 (3-3 in decimal, in January 2076) used as basis for what would be FEV-2. [32] The term FEV-2 is exclusively used to identify the strain used at Mariposa, further modified by the Master and forming the basis of all subsequent FEV variants. [35]

Harry

Harry ; a first generation super mutant exposed to the FEV-2 strain.

FEV-2 [35] is the virus strain originating in the Mariposa Military Base and responsible for many mutations across the New West, including New California and Mojave Wasteland regions is FEV-2. [3] [2] It is responsible for the creation of a diverse range of creatures, including psykers , super mutants , centaurs and floaters , primarily at the behest of the Master and the Unity . Although initially used as a generic purpose mutation vector for gene splicing, [36] [Non-game 2] the Master eventually modified FEV-2 to bond exclusively with human glycoproteins. [18] This version of FEV-2 created both the first and second generation super mutants, the latter when the Enclave excavated the military base, after it was destroyed by the Vault Dweller in 2161 . [12]

In humans, physical and observational changes brought upon by the FEV-2 strain are substantial. The Nightkin , the best of the first generation super mutants were created from human subjects with a limited exposure to radiation or mutated FEV, such as those from Vaults within the region. [17] For the most stunning mutations to occur, a human subject would be left submerged within a vat of FEV-2 for 24 hours, allowing them to receive a severe overdose of the virus and complete the super mutant transformation. Each batch would contain up to six individuals, not separated by biological sex. Over 23,800 batches of FEV were processed by the time the Vault Dweller destroyed the vats. [37] [3]

The resulting mutants were stunning creatures. A first generation super mutant autopsied by Head Scribe Vree had a height of 3.2 meters, and weighed 363.21 kilograms. Out of the total mass, 77.41% was accounted as muscle mass, with 10.23% of bone mass, 3.02% of fat mass and 9.34% of tissue mass. The skin color was described to be predominantly gray with tints of green under the lighting system of the Lost Hills bunker, while the skin's composition had reportedly become tougher, dry, and sometimes flaky, which would make it more resistant to trauma. [3] [38] Despite this resistance to trauma, completely destroyed tissue is unable to heal and will thus result in scarring or organ loss depending on the severity and location of the damage. [39] Keratoses, benign non-cancerous growths, could also occur on the skin. [40]

On a genetic level, cells underwent cellular division at an increased rate, with mitosis occuring 15% faster than that of an average human. The mutant also had a highly similar cellular and genetic structure to the average human. All recessive genes for ailments appeared to have been eradicated from the mutant's body, with RNA strands appearing to have been manipulated to allow for a greater transmission of signals and bring out the best possible combination. The mutant was also rendered sterile by the FEV exposure. [3]

The FEV-2 strain has a small chance of increasing intelligence, with most retaining their intellect prior to their exposure. Only a minority of remaining individuals may experience an increase, [Non-game 3] with the rest typically experiencing a loss by 30%. [3] [41] However, those who have received a prolonged exposure to small amounts of the strain, such as the second generation super mutants, are noted to have a significantly worse intelligence than first generation super mutants, unable to think for themselves, often falling to the influence of others. [42] [43]

Psyker program [ ]

Apart from transforming humans into super mutants, the Master and his staff experimented with FEV by injecting it into the brains of subjects (usually the pineal gland, but also the amygdala or medulla), triggering changes in brain chemistry. [44] These experiments had limited success: four extremely powerful psykers were created, theoretically capable of wiping out the human race. [Non-game 4] However, the same changes that increased psychic ability also resulted in terminal insanity, forcing them to be sequestered and nullified with specialized equipment to prevent them from harming themselves or others. [13]

EEP strain [ ]

Uncle Leo

Uncle Leo ; a super mutant exposed to the EEP strain.

The derivative FEV strain used at Vault 87 retains the recursive growth patterns characteristic to FEV, but has a different effect, which may be also linked to how infection was performed in the labs. Testing began in 2078 , [Non-game 5] where test subjects were exposed a single time to FEV in isolated chambers where the virus was deployed with an airborne aerosol. Phenotypical changes occur within three days and include increased muscle mass, changes in skeletal structure, and atrophy of sexual characteristics, both primary and secondary (including body hair). At ten days, skin pigmentation becomes a mixture of yellow and green, while its thickness and resistance to radiation and other environmental hazards rapidly increases. [Non-game 5] [45]

However, a key problem was that the mutation did not stop. Within fourteen days of initial exposure, test subjects regress to an almost feral state, exhibiting extreme aggression at every non-mutant. While some semblance of cognition is retained, exhibited by the ability to speak, operate machines and use basic tactics in combat, super mutants of this type are typically characterized by profound intellectual decline. [45] This result is most likely brought upon by the same factor as with FEV-2: Damage to existing neural patterns caused by rapid changes in the phenotype. The effects typically cause significant damage to long term memory, again, a shared characteristic. [46] The traumatic nature of the transformation is also a factor. The excruciating pain that accompanies it can and will cause the subjects to become insane. [16] [Non-game 5]

Another unforeseen side effect is that the unfinished virus strain codes the body for continued growth. If a super mutant of this type eludes death for prolonged periods of time, they may become a considerable threat, reaching the size of a small building. [Non-game 5]

Institute strains [ ]

Strong

Strong ; a super mutant exposed to one of the Institute's FEV strains.

The super mutants of the Commonwealth are a completely different strain from others. While they possess the imposing musculature and resilience of the former, they have an average level of intelligence on par with examples of the latter. They are capable of following a chain of command, erecting fortifications, [47] and even setting up traps and ambushes - such as at Trinity Tower , where Fist deliberately used Rex Goodman as bait to lure humans and weed out the weak super mutants among his host. They are also capable of speaking like normal humans, unlike their practically feral brethren from the Capital Wasteland, and consider themselves the superior race of the Commonwealth. [48] All super mutants of the Commonwealth are products of the Institute 's experiments into FEV using the abducted Commonwealth wastelanders above ground. These experiments were the base work used to progress their synths from mechanical construction to a new frontier using human DNA as a base to construct synthetic humans. The Commonwealth super mutants share a similar morphology with the super mutants derived from Appalachian West Tek's experiments on the Huntersville strain , but is unknown if the two strains are closely related.

X6-88

A third generation synth Courser .

The most advanced synthetics created by the Institute are fundamentally different from their predecessors. Despite the sequential numbering, they are unrelated to their mechanical counterparts, in fact. They are derived from Shaun 's pre-War DNA extensively modified using the Institute's own research into the Forced Evolutionary Virus, combining the advantageous adaptations encoded into FEV with the versatility of the human body shape. This allowed the Institute to create a variety of synths of varying races and appearances despite the base DNA coming from only one source. They are the result of nearly five decades of research, from 2178 to 2227. [49] [50] [51] [52]

Third generation synthetics are unlike humans and some liberated synths do not consider themselves human at all. The reasons for this are multiple, and chief among them is the synth assembly process. [53] Other reasons include the fact that gen 3 synths may not require sleep to function properly, are more resistant to disease, and may not require the intake of food or water to generate energy for their bodies. [54] [55]

Huntersville strain [ ]

Grahm

Grahm ; a super mutant exposed to the Huntersville strain.

The Appalachia super mutants were created shortly before the Great War, when the local West Tek facility contaminated the river water that ran through Huntersville with a unique strain of FEV as part of an experiment. [56]

Huntersville super mutants are similar to those of Mariposa and the Institute: they have green skin, highly developed musculature, and they are smart enough to build improvised armor from waste or scrap. Although they do not use large fortifications like the Vault 87 or the Institute strain super mutants, they can occasionally build small fortresses or take entire buildings. They possess the same level of strength and durability and are intelligent enough to engage in prolonged battles with other groups, such as during the Battle of Huntersville or their assault against the Brotherhood First Expeditionary Force at Fort Atlas . Like Vault 87 and Institute super mutants, Huntersville super mutants can develop into behemoths, which can be seen guarding their main bases. The majority of the super mutants will attack the player character, but some super mutants like Grahm are friendly and will even trade with humans.

Related projects [ ]

Appalachian experiments [ ].

Experiments with recombinant strains of FEV at the West Tek Research Center in Appalachia produced numerous failed mutations, with two exceptions:

  • FEVS-006443 from October 14, 2077, a Phase 2 combination strain that combined traits that resembled a number of different species. The results were considered disturbing by the scientists but provided valuable insights as to the capability of recombinant FEV. Notable changes included a number of ocular organs along the enlarged upper torso, the second set of arms ending in clawed digits, and a large sickle-shaped claw on each inner toe. The living, stable, and functioning subject was sustaining itself normally (a major accomplishment for the program) and was planned for release in Huntersville after the subsequent experiment matured. [57] The mutant was never returned to the area until January 3, 2078, when it escaped containment and the facility. The mutant procreated, leading to the emergence of snallygaster mutants across Appalachia. [58]
  • FEVS-006458 from October 23, 2077. Tweaking the snallygaster strain, researchers tweaked the genome, producing a giant that shattered the containment unit, but was otherwise stable (excepting the absence of a discernible head). The mutant was sedated and transported off-site, with the Great War sidetracking the convoy and allowing the Grafton monster to escape into the wild. [59]

Albino mole rats [ ]

Before the destruction of the Glow , lab rats were exposed to FEV. In the turmoil of the facility's destruction, they escaped into the wasteland. Similar to the Enclave's later experiments with deathclaws, these two unique rats gained intelligence and ability to talk, along with a long lifespan. [60]

FEV Curling-13 strain [ ]

Based on the original FEV-2 recovered by the Enclave at the Mariposa Military Base's ruins, FEV Curling-13 was a viral agent tailored to reach maximum levels of lethality with minimal exposure levels required to achieve the result. It was being developed under the direction of Lieutenant Colonel Dr. Charles Curling of the Chemical Corps since 2236 , to provide the means for the Enclave's genocide. Just a .0001% aerosol solution exposure was enough to kill Arroyo villagers in under one hour, as massive hemorrhaging and inflammations start, leading to a complete failure of the victim's organs within sixty minutes. A significant radiation-induced mutation may thus be beneficial – humans with a lower radiation count suffer a much worse fate. Unmutated Vault 13 dwellers exposed to the virus experienced subdermal hemorrhaging and convulsions within sixty minutes of exposure, but their agony lasted much longer – 14.5 hours on average. No test subject survived the tests on Control Station Enclave . [8]

In the event of worldwide release, only humans and human-based mutants would be eradicated, however – FEV was engineered to bond only with human glycoproteins, leaving other animals and plant life alive and unaffected. [18] FEV Curling-13 is also unique in that it is the only known FEV strain for which an inoculation was developed that granted total immunity from its effects, [27] though required several iterations before it was perfected. Some test subjects, like Enclave Vice-President Daniel Bird , suffered permanent brain damage after volunteering. [61]

Modified FEV Curling-13 [ ]

A modified strain of FEV developed by John Henry Eden , based on the earlier FEV Curling-13 strain used by the Enclave in 2241 , only now it was designed to be placed into the Project Purity water purification system. [62] According to President Eden, this modfied strain will eradicate super mutants , ghouls , and all other "unclean" citizens, namely anyone who had been born in the wastelands and exposed to radiation or other mutational effects from birth. [63] The only people who would survive the infection are dangerous radiation level free humans and humans who were born in the Vaults. [64]

In the add-on Broken Steel , if the Lone Wanderer had chosen to contaminate the purifier with the modified FEV, what President Eden claimed is confirmed to be accurate and the FEV diffused in water completely lethal. The medical facility of every city in the Capital Wasteland (except Tenpenny Tower and Paradise Falls ) is filled with new patients dying from FEV infection. These new patients hold their stomachs and repeat dialogue along the lines of, "it burns on the inside." According to both Doctor Preston and Doctor Barrows , the FEV specifically targets the immune system of infected individuals, which in turn makes them vulnerable to other diseases. This occurs in both humans and ghouls, despite the latter's immunity to most diseases. [65] [66] Along with affecting the immune system, the modified FEV severely weaken individuals both physically and mentally until it simply kills them. [67] The modified FEV is also completely undetectable by any kind of test meaning there is no possible way to screen water that has been infected as it only comes back as clean, purified water. [68] [69]

The FEV is contained to only those that have ingested infected water as the transmission of FEV is impossible from physical contact or bodily fluids. In Rivet City , Preston comments that they are burning the corpses just to be safe. [65] The spread of the modified FEV is contained to only bottles of Aqua Pura and the Tidal Basin for now. However, eventually, the spread of the FEV infected water will spread from the Tidal Basin and affect all water in the Capital Wasteland.

Intelligent deathclaws [ ]

In 2235 , the Enclave began experiments on captive deathclaws to create expendable shock troops for their use, continuing the pre-War project. [Non-game 6] The recovery of FEV from Mariposa allowed them to create a tailored mutagen that increased the intelligence of deathclaws after localized injections, making them capable of understanding and following complex commands, as well as communication. The resulting modification overshot the project goals, giving them human-level intelligence, erudition, and most importantly, morality. Realizing that they would be exterminated if that was discovered, Gruthar instructed his pack to play dumb until they were deployed to Vault 13 . Although the Enclave intended to use them as deterrence, the deathclaws formed a commune instead, deserting their mission. Not all deathclaws were equally blessed with intelligence and some experienced further changes, including a gray skin and a bobtail. [70]

All intelligent deathclaws were exterminated by a task force headed by Frank Horrigan , mopping the project up. [71]

Fire ants [ ]

Fire ant

FEV was synthesized and used by Dr. Weston Lesko in the Capital Wasteland around 2277 in an attempt to return giant ants to their normal size through genetic manipulation. His ambition was to reduce their size exponentially over the course of several generations. However, an error in the synthesis process created a virus that left the ants' size unaltered but altered their venom sacks to produce a flammable liquid that they can aerosolize, project, and ignite with a spark generated by clicking mandibles. The resulting pyrosis, as he calls it, turns them effectively into walking flamethrowers. [72] [73] [74]

History of the FEV [ ]

The Forced Evolution Virus originated from the Pan-Immunity Virion Project , a project originally dedicated to discovering a cure for the New Plague , was established in September 2073 in response to aggressive use of biochemical weapons by China . In order to combat the newest biological weapons, the decision was made to create a viral defense that would alter uninfected DNA to render it immune to standard viral infection. [75]

The last attempt to continue the PVP line of experimentation was the Greenhouse Initiative in August 2075 at the newly established Appalachian branch, which attempted to use mutations to create edible plants and vegetation that could greatly increase food production and combat the shortages that led to the food riots rocking the country. [76] The town of Huntersville was selected as the test site, resulting in an economic boom. [77] Although the company would purchase test rights from local farmers as late as December 2075, the project was at an end. [78]

Batch 10-011 and the beginning of FEV [ ]

The history of the FEV starts with Pan-Immunity Virion batch 10-011, renamed as the Forced Evolutionary Virus (FEV) and used in further research. The key difference was that instead of Pan-Immunity Virion's quad-helix DNA structure, the batch became a shifting-absorptive virus. This was a deliberate choice by Major Barnett , who considered the unwanted side effects of the quad-helix structure to outweigh the benefits of replicative stability afforded by the design. [32]

The first experiments took place in March 21, 2075 on single-celled organisms. While their base metabolism appeared unchanged, their immunity to infection and radiation exceeded all earlier expectations. Research on FEV effects on plants proved unsuccessful. The next stage included flatworms. Infected on May 9, 2075, they exhibited a 28% increase in size and resistance to 9 separate viral contagions within hours. The new DNA structure was successfully passed to progeny, though only asexual reproduction was possible. [32]

June 30, 2075, saw the next stage of experimentation: several lab strains of white mice have been infected successfully with FEV. Within hours they exhibited increased growth, stabilizing at a 31% size increase after nine days. The most increase in size occurred in striated muscle tissue and certain internal organs, including the liver, heart, and kidneys. An increase in intelligence was also noted, allowing mice to run mazes in less than half the time required by normal mice. [32]

The final experimentation with FEV batch 10-011 occurred with rabbits. On November 9, 2075, 218 rabbits were infected, half of which were implanted with electrodes to monitor changes in EEG activity. Increased electrical activity was noted 3.2 seconds after infection, accompanied by the typical increase in size. A new effect was noted, namely an increase in aggression and posturing, particularly among males. Dissection of the brains showed an increased dendritic connection, particularly in the limbic system and frontal cortex (areas responsible for behavior, senses and higher mental functions). [32]

Batch 11-011 and nationalization [ ]

On January 6, 2076 , West Tek was effectively nationalized after military units deployed to corporate facilities across the United States in the interest of national security. [79] Experiments continued with Batch 11-011. The new virus batch featured improved mitotic cycle efficiency by a factor of 43%. As part of the test, 53 raccoons were infected with the new strain on January 26, 2076. Along with the expected size increase, behavioral tests confirmed an increase in intelligence and manual dexterity by 19 points on the Schuler-Kapp index. Unfortunately, subjects escaped confinement and had to be hunted down. Two pairs were unaccounted for. [32] [Non-game 7]

In February, the West Tek facility in Appalachia joined the FEV research effort, ordered to begin human experimentation in order to push FEV to its practical limits, in what was dubbed the Super Mutant program. Due to the virulent nature of the virus and its unpredictability, the facility's objective was to identify and isolate viable FEV strains through a variety of methods. The most important of these was the introduction of one of the FEV strains to the water supply of Huntersville , to observe the effects of long-term low-level exposure. The experiment began in February 2076, providing valuable research data for the project. [80]

Further development occurred after several new gene sequences, supplied by Major Barnett's advisory team, were spliced into FEV batch 11-011. Designated batch 11-101a, this batch was used to infect 23 dogs of pure and mixed breed on May 13, 2076. The results included nearly immediate growth, accompanied by increased aggression and no notable increase in intelligence. All subjects were terminated after 14 weeks of study. 92 allele pairs were chosen for splicing with batch 11-011. [32]

Batch 11-111 and further human research [ ]

The new hybrid batch was designated 11-111. On October 4, 2076, it was used to infect 15 chimpanzees. Growth and immunity levels were unprecedented: attempts to induce cancers through radiological and chemical agents were not successful. Increased aggression led to isolating the subjects by the science team, while violent epileptic seizures caused two subjects to expire. The rest was terminated after all data was mined successfully. [32]

Despite protests from the science team, on January 7, 2077 , FEV research in California was transferred to the Mariposa Military Base [32] to continue under the lead of Leon Von Felden and Robert Anderson . Batch 11-111 has been chosen as the basis for further development through human experimentation. The batch offered a near 100% success rate on lab animals, granting an approximately 60% increase in size and potential 200% intelligence increase. It was the perfect basis for mass-producing super soldiers, and would eventually be identified as FEV-2. [75]

The Appalachian branch continued its experimentation by pushing FEV to its practical limits and experimenting with recombinant strains. The experimental strains resulted in the creation of many unsustainable forms: FEVS-005938 tested on January 13, 2077, rendered the subject unable to breathe, [81] FEVS-006186 from April 30 converted the subject into a mass of retinal tissue, [82] FEVS-006309 from July 12 produced canines that pierced the brain stem through unrestrained growth, [83] and FEVS-006378 from July 12 was biologically stable, but the hyperactive nervous system subjected it to constant traumatic pain and led to self-termination. [84] The team had more luck with strains FEVS-006443 (October 14) and FEVS-006458 (October 23) that created stable mutations that would become the snallygaster and the Grafton monster respectively after their escape into the wild. [57] [59]

Another research effort was set up by the Vault-Tec Corporation in Washington, D.C. Vault 87 was established as an independent research center for Dr. Wayne Merrick , cooperating with the team at Mariposa. Despite his efforts, he was unable to improve batch 11-111 enough to reach satisfactory effects. Humans subject to his strains produced in the Vault 87 labs exhibited superior physical developments, such as increased size, strength, and endurance to environmental factors, but were also characterized by significant mental disability and extreme aggression to non-mutants. [45]

Compared to Merrick's efforts and Appalachian experiments, the science team at Mariposa reached a full success. They succeeded in creating the FEV-2 strain, able to create powerful super-soldiers, exhibiting superior physical prowess, resistance to combat damage, aging, and disease, as well as a negligible loss of intelligence. [3] In certain cases, intelligence could even be increased by the virus. However, before the testing could begin in full, soldiers under the command of Roger Maxson rebelled and executed the science staff. With the Great War destroying the United States, Mariposa and research within was sealed by the soldiers and abandoned. [85]

Post-War [ ]

Vault 87 [ ].

Modified FEV was utilized as a part of the Vault 87 experiment. The scientists within the Vault noted their efforts toward the Evolutionary Experimentation Program, or EEP, at the behest of Vault-Tec and the military members at Mariposa. [86] Some strains caused fatalities, and causes of death were obscured from family members. A year, the test subjects broke free and overran the Vault, using its FEV reserves to transforms all humans they could find. Since then, they became a permanent feature of the Capital Wasteland , preying on human communities and abducting them, [87] consumed by an overpowering urge to increase their numbers. Although almost universally brain damaged and comparable to later second generation Mariposa mutants, the EEP sometimes functioned correctly and created intelligent mutants. These unique individuals, like Uncle Leo or Fawkes , possessed a very high level of intelligence on top of their imposing physical features. [88]

Occasionally, the EEP created a smart super mutant who wasn't immediately scorned by their dumb brethren, allowing these individuals to rise to prominence as vicious warlords. Shepherd was one such notable mutant, attempting to reorganize the Capital Wasteland super mutants into a horde around 2282, and was stopped by Brotherhood forces under Elder Arthur Maxson . [89] However, owing to two centuries of proliferation and FEV's effects, super mutant hives became commonplace, with stockpiles of FEV retrieved from biomedical facilities in the East used to force the irreversible transformation on any human subject the mutants could capture. [90]

The Unity [ ]

The vats were rediscovered in 2102 by an expedition led by Harold , a major Hub merchant. Accompanied by Richard Grey , a brilliant exile from Vault City , he managed to crack the Mariposa base security and infiltrate the lower levels. However, within the vats, the automated crane crashed into the two, knocking Harold out and flinging Grey into the vat with FEV. Harold woke up in the wastes outside the base, mutating due to exposure to FEV fumes, but becoming a special type of a ghoul-like mutant, rather than a super mutant. Grey, on the other hand, underwent extreme mutation due to prolonged exposure to the virus in the vat. His intellect grew exponentially, allowing him to comprehend even the most complex issues easily (or so he thought). [Non-game 8] [91] Grey methodically researched FEV, experimenting with animals and eventually, captured scavengers that strayed into the facility. It was not until a few failed mutations that he discovered radiation count to be a deciding factor in the success of the change, leading him to pick subjects more carefully. [91] [Non-game 9] When his Lieutenant was created, he suggested a secondary reason for possible incompatibility. Reviewing available evidence, he concluded that failed mutations in relatively non-radiated humans are caused by the inoculating effect mutated FEV had on humans with which it came into contact. [12] Such exposure was not enough to cause phenotypical changes, but enough to cause conflicts when the pure FEV in Mariposa attempted to change the DNA, resulting in the death of the subject. [92]

By carefully selecting his test subjects, he managed to create the first real super mutants in January 2103. [Non-game 10] Through a combination of willing converts and abductions, the Master slowly builds up the foundations for his army between 2103 and 2130. [Non-game 11] The impact of the Great Winter of 2130 results in him stepping up his operations and spreading them out into the wasteland, attacking caravans to gather human stock for transformations. The string of attacks between 2131 and 2135 boosts the size of his army. The attacks are blamed on desert monsters in the Hub. [Non-game 12] Due to reliance on wastelanders, only 20% of the dipped population survives the dipping and of that number, only half seem to last and become a part of the Unity. Regardless, it continues to grow. [Non-game 13]

By 2152, the Unity's influence has spread through the wastes and the Master recruited a group of doomsday cultists under Morpheus to act as spies, rather than stock for transformation. [Non-game 14] Four years later, the cultists would form the Children of the Cathedral to act as a front for the Unity, proselytizing, recruiting, and preparing munition dumps for the coming super mutant offensive. [Non-game 15] Between 2155 and 2156, the Master makes another important discovery: His forces intercept a caravan of Vault dwellers, leading him to discover Vault-Tec's demonstration Vault . He moved his command center to the Vault, using the cultists to set up the Cathedral, and launched a campaign to discover Vaults to gain prime subjects for his super mutant army. [Non-game 16] At least one installation, Vault 17 , was discovered and its inhabitants transformed into super mutants. The success rate is far higher than when using regular wastelanders. Even the elderly Lily Bowen was successfully transformed into a super mutant at the age of 75 - and a nightkin no less! [93]

The Master and his staff also experimented with FEV by injecting it into the brains of the subjects (usually the pineal gland, but also the amygdala or medulla), triggering changes in brain chemistry. [44] These experiments had limited success: four extremely powerful psykers were created, capable of theoretically wiping out the human race. [Non-game 4]

By 2161, the Unity was on the verge of achieving total military superiority over the human inhabitants of New California. All that was needed was Vault 13 and its inhabitants. [94] All FEV development and experimentation by the Master was abruptly halted by the Vault Dweller , of the very Vault the Master needed to dominate the New West. [95]

Vault 96 [ ]

Edgar Blackburn began his own, independent research initiative into FEV, after realizing that observation, not a cure, was the purpose of the West Tek initiatives at Huntersville. [96] He was not sure what the purpose of infecting the water supply was, apart from this observation, as they knew the virus in its current state "produced horrors." [96] [97] He resolved to make good on the promise of FEV and create a true immunizing agent that would cause humanity to evolve. Blackburn continued his work after the war in Vault 96 , utilizing human subjects abducted by a group of mercenaries called the Hellcat Company in an attempt to create "perfected FEV." [98] [99] Super mutants created were considered failures by Blackburn, and set free outside the Vault. [100] Ultimately, Blackburn and his work were ended by the intervention of the Brotherhood First Expeditionary Force and a Vault Dweller from Vault 76 . [101]

Enclave FEV Curling-13 [ ]

Seeking the means to achieve their plans of global genocide, the Enclave excavated Mariposa from July to August 2236 , in search of surviving samples of FEV-2. Using slaves captured in towns across New California, they managed to uncover the vats and secure the necessary scientific material. However, slaves exposed to the raw virus in the ruins of the base mutated, creating the second generation super mutants. [12] The uneven nature of exposure, coupled with a significant radiation count meant that those that survived the change suffered from significant mental damage. Retreating from the base, the Enclave blasted the only remaining entrance, trapping the mutants inside. [12]

The Enclave's Chemical Corps proceeded to work on the acquired samples of the virus, creating a staggeringly effective killer, tailored to provide maximum lethality with minimal required exposure. However, two weeks before the virus' deployment, the Enclave, and the virus stockpiles were destroyed. However, copies of research were transmitted to Raven Rock , providing Raven Rock's ZAX John Henry Eden with an opportunity to achieve plans of genocide. After modifying the FEV Curling-13 to only target the heavily mutated and heavily irradiated, the ZAX unit decided a localized infection of the water supply would be more effective at culling the undesirables while also improving the quality of life for the unmutated and unirradiated. [102] [103] [104]

Enclave modified FEV [ ]

The Enclave contingent in the Capital Wasteland utilized a modification of FEV at the behest of President John Henry Eden. [62] This modified FEV was created in an attempt to murder individuals living in the area by contaminating the water supply using the Project Purity facility. [102] President Eden states that the only people who would survive the infection are members of the Enclave and those who were born in the Vaults. [64] [103] These plans ended with the destruction of Raven Rock and the Brotherhood of Steel 's reclamation of Project Purity, and by 2287 the region is known to have purified, drinkable water. [105]

The modified FEV specifically targets the immune system of infected individuals on a cellular level. [65] [66] Barrows mentions that ghouls are usually immune to diseases, but are impacted alongside humans. [66] The modified FEV is undetectable in water that has been infected. [68] [69]

The Institute [ ]

Commonwealth super mutants are the result of the Institute's research into FEV, which has continued since the early 2220s in a dedicated facility. The original goal was the creation of a successor to second generation synths by creating a new breed of super mutant that would serve the Institute as laborer and soldier. Due to a lack of success with mutants, efforts were refocused with the goal of creating third-generation synths. The organic synth project was spun off from the FEV research initiative around 2227 (the acquisition of Shaun ), while the FEV research effort continued for several more decades. [50] [51] Both women and men were abducted from the Commonwealth and submerged in the Institute's modified FEV, their mutations carefully tracked. Successful mutations were monitored to ensure survivability, then tagged and discarded. [106] In layman's terms, the Institute was simply releasing super mutants into the wild, creating a scourge on the Commonwealth that lasted for years. [107] When Brian Virgil succeeded Dr. Syverson as head of the project in April 2286, it became evident that FEV experimentation ran its course and served no useful purpose, not with the availability of third generation synths. [52] Eventually, as Virgil's conscience took its toll, the scientist lodged a formal complaint with the Directorate. [50] When no reaction came, Virgil rebelled and escaped the Institute after transforming himself into a super mutant, destroying as much of the project as he could. [108] The wrecked FEV lab was marked as a biohazard area and sealed off in the wake of his escape. [109] [110] The whole incident was covered up, even from ranking Institute members such as Madison Li , contributing to her dissatisfaction. [111]

Appearances [ ]

The Forced Evolutionary Virus appears in Fallout 2 , Fallout 3 , Fallout 4 and Fallout 76 . It is also mentioned in Fallout: New Vegas .

Behind the scenes [ ]

  • Scott Campbell further elaborated on the idea in Origins , noting that the idea was to suggest that FEV was one of the catalysts for the Great War and an explanation for The Glow being a giant, gaping crater. [Non-game 17]
  • The Fallout FEV variant is usually referred to as just FEV, sometimes distinguished with an appendix, identifying it as FEV-2. Games consistently use Arabic numerals. Roman numerals, FEV-II, are used only in the Fallout Bible .
  • To elaborate, FEV was originally designated just FEV, when it was still a variant of the PV. It was subsequently heavily modified and altered, with each modified batch used for testing on ever more complex organisms. However, the term FEV-2 is used at several points in the game (eg. by Dane ) to refer to the FEV strain in Mariposa, and is later explicitly used in the Fallout: Brotherhood of Steel manual to identify a superior version of the virus. [112] In most cases, the FEV-2 variant is simply referred to as just FEV, with an explicit mention of FEV-1 not found.
  • One potential method to identify the variants is by using batches. FEV was originally a variant of PV, using batch 10-011 (corresponding to 2-3 in decimal; the identifier 01 or 1 in decimal could signify PV), provisionally named FEV in March 2075. The version that would become FEV-2 is identified as 11-111 (3-7), the result of combining batches 11-011 (3-3) and 11-101a (3-5a) from January and May 2076, respectively. [32]

Gallery [ ]

A human being prepared for dipping into FEV by first generation super mutants seen in Fallout

FEV subjects [ ]

Harry, an example of a first generation mutant affected by the FEV-2 strain

Dipping [ ]

Fo1 Dipping 1

References [ ]

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: Welcome back. It needs some refinement, but I think we can consider my serum a qualified success." : "This is a "qualified success"?" : "There were some side effects to the process. I seem to have hair again. And I've retained some muscle mass. The genetic resequencer needs more work. Still, I take your point. This is a significant advance. But only for one strain of FEV. It will take years, perhaps decades, to generalize my formula. Still, you have my gratitude." ) ZAX:" " : " "
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The cybernetic implants, self-mutilation scars, and the amputated tongue of the , , and respectively are examples of permanent tissue damage. 's facial growth. This is reflected in the pre-placed populations at Mariposa, Cathedral, and Necropolis. There's a total of 73 pre-placed characters (including generic and named mutants), totaling 27 "grunts" (unarmored super mutants, signifying cannon fodder), and 44 (as in, proper super mutants, distinguished by their black gear, Harry is the sole exception), plus one Lieutenant. All of the grunts have low intelligence and together with Harry make up 38% of the population (the larger majority), while the Nightkin (18 officers at Mariposa and 28 at the Cathedral and the Master's Lair) represent 60%. The super-intelligent outlier, the Lieutenant, is about 2%. The :
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: The Institute endeavored to create synthetic organics. The most logical starting point, of course, was human DNA. Plenty of that was available, of course, but it had all become corrupted. In this... wasteland... radiation affected everyone. Even in their attempts to shield themselves from the world above, members of the Institute had been exposed. Another source was necessary. But then the Institute found me, after discovering records from Vault 111. An infant, frozen in time, protected from the radiation-induced mutations that had crept into every other human cell in the Commonwealth. I was exactly what they needed. And so it was my DNA that became the basis of the synthetic organics used to create every human-like synth you see today. I am their Father. Through Science, we are family. The synths, me... and you."
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: "2235 : "2076 January 26
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  • 1 Securitron
  • 2 Ant (Fallout 76)
  • 3 Johnson's Acre
  • Create account
  • Veggie vittles
  • Dog Santa hat
  • Heating coil (quest item)
  • Hooked (Fallout 4)
  • Sign (Vault-Tec Workshop)

Fallout Wiki

Forced Evolutionary Virus

FEV or Forced Evolutionary Virus is a pathogen developed before the Great War by West Tek in an attempt to create super-soldiers. [1] It has been used by various groups such as the Master , the Enclave , Vault-Tec , and the Institute .

  • 1.1 Mariposa Military Base
  • 1.2 West Tek research center
  • 1.3 Vault 87
  • 3.1 The Unity
  • 3.2 Vault 96
  • 3.3 Enclave FEV Curling-13
  • 3.4 Enclave Modified FEV
  • 3.5 The Institute
  • 4 Appearances
  • 5 Behind the scenes
  • 8 References

To counteract biological weapons, the United States government began the Pan-Immunity Virion Project in 2073 . [2] The project aimed to alter uninfected DNA so that it was no longer susceptible to standard viral infection. [2] [3]

In March 2075, the virion was renamed FEV and Major Barnett ordered experiments focused on the quad-helix structure of the virus, which resulted in the subjects' immunity to infection and radiation exceeding expectations. [4] Chloroplasts were not affected by the virus and Barnett canceled all future experiments concerning plant cells. [4]

Throughout the rest of 2075 and 2076, the team experimented on flatworms , insects, mice, rabbits, raccoons, dogs, and chimpanzees. [5] [6] Side effects of abnormal growth rate and increased brain activity were noted in all subjects. [7] [8] [9] The tests on dogs resulted in increased aggression without intelligence increase. [7] The chimpanzee subjects were subjected to radiological and chemical agents in an attempt to create cancers, but these tests were unsuccessful. [10] [11]

Mariposa Military Base

In 2077, the military built a large facility in central California, the Mariposa military installation , to continue research on volunteer human subjects from the military. [2] When the project was transferred in January 2077, the scientists who conducted the animal trials noted their disapproval regarding utilization of human subjects. [12] Robert Spindel and Roger Maxson led the security team at the facility, but were not aware of the nature of work conducted there. [13] [14] [15]

Once the inhumane nature of the research was discovered by the security team, Spindel suffered a nervous breakdown and Maxson took charge, attempting to handle the situation. [15] He ordered the scientists to be interrogated, but many conversations let to executions, and the group subsequently abandoned the base. [16] [17]

West Tek research center

The virus was used in an experiment in Huntersville , resulting in the creation of mutants after the West Tek research center contaminated the local water supply with FEV in 2075. [18] [19] Various strains of the virus were used in experiments on both humans and animals in the Appalachian facility. [20] Edgar Blackburn stated that observation, not a cure, was the purpose of their initiatives. [11] He was not sure what the purpose of infecting the water supply of Huntersville was, apart from this observation, as they knew the virus in its current state "produced horrors." [11] [21]

Modified FEV was utilized as a part of the Vault 87 experiment. The scientists within the vault noted their efforts toward the Evolutionary Experimentation Program, or EEP, at the behest of Vault-Tec and the military members at Mariposa. [22] Some strains caused fatalities, and causes of death were obscured from family members. [23]

The virus is not airborne and only transferable via injection or direct physical contact with FEV samples. [24] It copies DNA patterns, attempting to correct the DNA of the individual. [25] The strain utilized in Vault 87 caused subjects of all genders to mutate into indistinguishable creatures, exhibiting identical muscle growth. [26] Brain death was a result of certain strains, where others caused skin thickening, rage, and anxiety. [27] [27]

If the individual's DNA is damaged by radiation, it will cause organ failure and death. [25] If the subject does not have pre-existing radiation damage, the virus causes an increase in muscle and brain mass, but also causes loss of memory. [25] [28] [29] Prolongued exposure to the virus causes individuals to develop tolerances to its effects, preventing full mutation but still resulting in side effects such as skin tone changes, as well as increased strength and stamina. [30]

The virus causes a painful transformation, but who are infected with the virus also experience side effects such as immunity to disease and radiation. [31] [32] [33] [34] Cell death is offset by augmented growth, extending lifespans indefinitely but causing sterility. [35] [36] Animals subjected to FEV grow larger in size in a short period of time. [37] FEV cannot be removed once infection has occurred, but the Institute scientist Dr. Brian Virgil created a serum to reverse the mutation, called a retrovirus. [38] [39] Virgil stated that this serum would only work for one strain of FEV, and that generalizing the formula could take decades. [40] [41]

Richard Grey 's audio diary is found in the Mariposa Military Base, which describes a first hand account of mutation after he was knocked into vats of FEV by a crane. [42] He describes the green slime that he was immersed in and that it is the source of all the mutations his group traced to here. [43] He wrote that at first, his skin peeled and festered, and the experience was painful. [44] He recounted how he regained his ability walk and felt stronger, and described the experience of a tendril growing from his stomach which he used to consume other creatures. [45]

Grey commented that he had previously thought his mind was slipping into hallucinations, but now was improving. [46] In an attempt to see if animals could also gain awareness from the virus, Grey dipped a rat and a dog into the vats, and they became fused together. [47] At this point, Grey stated he was "much more than a human now" and began commenting on his plans to "bring others into the glory that is the Unity." [47] [48]

Once Grey developed a neurolink into the military base's computer, he learned that the virus was called FEV and began to intentionally modify himself by way of injecting the virus into his body. [49] He dipped humans that he caught into the vats, but described them as disappointments, the virus mutating them into "big and dumb mutants." [50] When Grey caught and mutated a human that had less radiation damage, he noted that the conversion was more successful. [50] He then sought to expand to a new "unification center" in order to continue his vision. [51]

Grey subsequently began calling himself the Master and sought out radiation-free humans to transform into Super Mutants using what he referred to as FEV-2. [52] [53] One of the Master's direct reports, the Lieutenant , explained that the virus itself was mutated by radiation after the war, and that humans living in the wasteland have been exposed to this mutant FEV, inoculating them from the full effects. [54] Individuals such as those living in vaults have limited exposure to this mutated virus and are still susceptible to its effects. [54] In addition to dipping subjects in the vats, some were experimented upon with FEV, the virus injected into various parts of the brain. [55]

Blackburn continued his work after the war in Vault 96 , utilizing human subjects abducted by a group of mercenaries called the Hellcat Company in an attempt to create "perfected FEV." [56] [57] Super mutants created were considered failures by Blackburn, and set free outside the vault. [58]

Enclave FEV Curling-13

The Enclave Chemical Corps under Charles Curling isolated the most toxic elements of the virus found at Mariposa. [59] An excavation team was sent to the location, shielded by protective suits, to find a supply of the virus. [30] The team collected samples of the air and soil, both of which were contaminated by the virus. [30] Local inhabitants were recruited to dig down into the facility, many of which began showing signs of FEV exposure. [30]

Once a pure sample of the virus was obtained, Enclave scientists turned it into an even more fatal substance known as FEV Curling-13 that only impacted humans. [59] [60] Inhabitants of Arroyo and Vault 13 were kidnapped and subjected to tests, of which the vault-descendant subjects of the village were all killed using .0001% aerosol solution. [59] Those from Vault 13 suffered subdural hemorrhaging and convulsions within one hour of exposure, and death within 14.5 hours. [59]

Virus production goals were 250,000 gallons within six weeks, allowing for the murder of all non-Enclave residents in the area and around the globe, carried by the jetstream. [59] [61] An inoculation was developed that protected against the virus, tested on those taken from Vault 13. [62] This immunity would be rendered to members of the Enclave staff via the air system and was also available by injection. [63] [64]

Enclave Modified FEV

The Enclave contingent in the Capital Wasteland utilized a modification of FEV at the behest of President John Henry Eden . [65] This modified FEV was created in an attempt to murder individuals living in the area by contaminating the water supply using the Project Purity facility. [66] President Eden states that the only people who would survive the infection are members of the Enclave and those who were born in the vaults. [67] [68]

According to both Doctor Preston and Doctor Barrows , the modified FEV specifically targets the immune system of infected individuals on a cellular level. [69] [70] Barrows mentions that ghouls are usually immune to diseases, but are impacted alongside humans. [70] The modified FEV is undetectable in water that has been infected. [71]

The Institute

In August 2178, Dr. Frederick informed their colleague Dr. Elliott that the Directorate had pre-approved research on samples of the FEV virus which were already in their possession. [72] Scientists within the Institute engaged in FEV research were able to adapt the two most promising strains of FEV to an ideal state by 2224, releasing successful creatures back to the surface, but research subjects were exposed to radiation, causing further progress to stagnate. FEV Research Notes (2224) [73] [74] Those working on the project such as Dr. Brian Virgil expressed their desire to close the project due to the lack of results, but were repeatedly denied. [73]

In 2287, the Institute FEV lab is identified as a potential biohazard area and has been sealed following an accident. [75] Madison Li stated that this explanation was unsatisfactory and the Director was not forthright with her concerning the situation. [76] In actuality, the experiments ended when Doctor Virgil fled into the Commonwealth. [77]

Appearances

The Forced Evolutionary Virus appears in Fallout 2 , Fallout 3 , Fallout 4 and Fallout 76 . It is also mentioned in Fallout: New Vegas .

Behind the scenes

The Forced Evolutionary Virus is mentioned in the Fallout Bible .

vault 87 experiment

FEV vat at the Mariposa military base

vault 87 experiment

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IMAGES

  1. Fallout 3: Vault 87 Was the Birthplace of the Capital Wasteland's Super

    vault 87 experiment

  2. Vault 87 was the birthplace of the Wasteland super mutants in the

    vault 87 experiment

  3. Image

    vault 87 experiment

  4. Vault 87

    vault 87 experiment

  5. How to reach Vault 87 in Fallout 3

    vault 87 experiment

  6. How to reach Vault 87 in Fallout 3

    vault 87 experiment

COMMENTS

  1. Vault 87

    Vault 87 is a Vault-Tec Vault located in the Capital Wasteland in 2277. It is located northwest of Little Lamplight and southwest of Broadcast tower KT8. ... Around 2076, the original Vault experiment was scrapped and the Vault was converted into a secondary research center that would study the effects of the Forced Evolutionary Virus on humans

  2. Vault 87

    Construction on Vault 87 began in May 2066 and finished in December 2071. The primary computer system was Cyberbrain v2.3, while energy was provided by a General Atomics nuclear reactor, with a backup Versicorps fusion power generator. Non-standard equipment included four stasis chambers, a plasma containment field, six food processing stations and a Garden of Eden Creation Kit.

  3. Vault 87

    Vault 87 is one of the Vaults constructed by the Vault-Tec Corporation in the Capital Wasteland. It is located northwest of Little Lamplight and southwest of Broadcast tower KT8. ... Around 2076, the original Vault experiment was scrapped and the Vault was converted into a secondary research center that would study the effects of the Forced ...

  4. The Experiments of Vault 87

    Vault 87 was the origin of Fallout 3's Super Mutants-----Want more? Subscribe at https://www.youtube.com/channel/UCXtL... Or join the Lore Tours...

  5. The Story of Fallout 3 Part 13: The Inhuman Experiments of Vault 87

    Subscribe!: http://oxhorn.it/youtube-subscribe-to-oxhornBecome a Member: https://www.youtube.com/channel/UCsC--WvN66vZlDoYShzn4sA/joinSupport on Patreon: htt...

  6. Fallout 3: Vault 87 Was the Birthplace of the Capital Wasteland's Super

    This was unlike the other vaults in Fallout 3, in-line with the experiments Vault-Tec had planned for Vault 87. Vault-Tec partnered with the US military to explore the effects of the Forced ...

  7. Failed FEV subject

    Failed FEV subjects are mutants that were once humans. They can be found in Vault 87. They are hideously mutated Vault 87 FEV test subjects. In the Vault 87 terminal entries, a vast majority of the deaths logged in the computers were caused by FEV experimentation. Failed FEV subjects appear to have undergone much of the same physical changes that other super mutants went through after FEV ...

  8. Why was Vault 87 experimenting with FEV and Super Mutants?

    The terminals in Vault 87 mention how they were experimenting to create different mutations whch would be beneficial for military or evolutionary uses. They called it the Experimental Evolutionary Program. All of the experiments failed after a short time (10-14 days) the bodies of the FEV subjects were incinerated and test chambers disinfected.

  9. The Most Horrifying Fallout Vault Experiments

    Vault 87 Super Mutant Experiment . Super mutants and centaurs are some of the most horrific and dangerous creatures in the Capital Wasteland. In this region, they all came from Vault 87 ...

  10. Fallout Most Disturbing Vault-Tec Experiments

    Residents of Vault 87 were subjected to FEV, transforming them into Super Mutants, highlighting the extreme nature of these experiments. Vault 101's totalitarian rule and Vault 11's cyclical human ...

  11. Fallout's Vaults have even crazier experiments in the games

    Vault 75: This experiment was focused on breeding the perfect human, ... Vault 87: Experimenting on humans using the Forced Evolutionary Virus, ...

  12. The Most Horrifying Vault Experiments In The Fallout Franchise (So Far)

    The birthplace of the Capital Wasteland's super mutants and centaurs, Vault 87's original experiment was scrapped in favor of subjecting the humans inside to the Forced Evolutionary Virus (FEV).

  13. Evolutionary Experimentation Program

    The Evolutionary Experimentation Program (EEP) was an experiment run in Vault 87 on the orders of the United States government to create improved soldiers for the American military. Unknown to their fellow Vault dwellers, some inhabitants of the Vault were subjected to the experiments. Although reportedly having died an "unknown death," they were in fact exposed to a genetically modified ...

  14. Lucky Ghost: The Story Behind The Worst Vaults in Fallout

    Vault 87: Grotesque Mutants and Failed Experiments. Vault 87 was built to study the effects of feev on humans, but the experiments turned the dwellers into grotesque mutants. The mutants eventually took over the Vault, rendered unable to reproduce naturally. To replenish their ranks, they ventured into the Wasteland to infect humans with feev.

  15. The most despicable vault experiments in Fallout history

    Vault 87 Located in Fallout 3's Capital Wasteland, Vault 87 can be found northwest of Little Lamplight. It is arguably one of the most important vaults in the entire series, serving as the ...

  16. 999 women and one man

    Fallout 3 and Fallout 4 make it clear the vaults are conducting experiments, refer to Vault 76 as one of the 'control vaults' and even reference or quote parts of the original 1990s games ...

  17. Vault 87 terminal entries

    The Vault 87 terminal entries are a collection of terminal entries found in Vault 87. Terminal is located in the west section of the Reactor Chamber. Terminal is located in the most southern room of the Living Quarters section. Terminal is located in the most western room in the Living Quarters. Terminal is located top right on the Test Lab's local map. Terminal is located in the Test Labs ...

  18. Vault 87

    Vault 87. Vault 87 is one of the many Vaults built by Vault-Tec. It is located in the far west of the Capital Wasteland. It was assigned by Vault-Tec to be used for experiments on a modified version of the Forced Evolutionary Virus. The Vault is responsible for creating the Super Mutants and Centaurs of the Capital Wasteland.

  19. Vault

    Vault Experiments. Some vaults had a unique set of circumstances designed to test the occupants, such as not having enough food synthesizers, ... Vault 87, an experiment vault meant to test the Forced Evolutionary Virus on people Vault 92, an experiment vault to induce aggression via white noise Vault 101, ...

  20. Super mutant (Fallout 3)

    Super mutants are the Vault 87 variant of super mutant found throughout the Capital Wasteland in 2277. There are four basic variations of the super mutant, with an additional one introduced with the add-on Broken Steel. These super mutants were created in the Evolutionary Experimentation Program, an experiment assigned to Vault 87. This modified strain of FEV was used to create these mutants ...

  21. Vault 87 super mutant

    Vault 87 super mutants or East Coast super mutants are a species of super mutant found in the Capital Wasteland. These super mutants were created in the "Evolutionary Experimentation Program", the experiment assigned to Vault 87. The modified strain of F.E.V. used to create these mutants resulted in a new strain of super mutant which, in addition to becoming sterile, grow larger and stronger ...

  22. Forced Evolutionary Virus

    Vault 87 [] Modified FEV was utilized as a part of the Vault 87 experiment. The scientists within the Vault noted their efforts toward the Evolutionary Experimentation Program, or EEP, at the behest of Vault-Tec and the military members at Mariposa. Some strains caused fatalities, and causes of death were obscured from family members.

  23. Forced Evolutionary Virus

    Vault 87. Modified FEV was utilized as a part of the Vault 87 experiment. The scientists within the vault noted their efforts toward the Evolutionary Experimentation Program, or EEP, at the behest of Vault-Tec and the military members at Mariposa. Some strains caused fatalities, and causes of death were obscured from family members. Gameplay