WEBVTT

00:00.191 --> 00:05.235
[SPEAKER_01]: The show is brought to you by our generous patrons at patreon.com slash fallout lorecast.

00:07.477 --> 00:10.519
[SPEAKER_00]: Robots radio presents?

00:10.639 --> 00:18.465
[SPEAKER_01]: No fallout here for the Lord!

00:18.545 --> 00:20.486
[SPEAKER_01]: Welcome to the fallout lorecast.

00:20.546 --> 00:26.751
[SPEAKER_01]: A place for the fallout community to come together to explore the boundaries of our knowledge about the world of fallout.

00:29.857 --> 00:33.322
[SPEAKER_01]: super mutants have been around from the beginning of the fallout series.

00:34.244 --> 00:43.577
[SPEAKER_01]: They are another one of those iconic parts of the games where when the first time you come across a gigantic, hulking greenish or

00:44.719 --> 01:07.828
[SPEAKER_01]: grayish monster who looks a lot like the Hulk I have to wonder if there are some connections there to the incredible Hulk and this idea of mutation creating a much larger and muscle bound humanoid type creature that is also dumber that I'm sure there are some connections there but these creatures have shown up in all of the follow games.

01:08.688 --> 01:17.734
[SPEAKER_01]: and they are a persistent threat, but also a wonderful comedic point as well.

01:18.714 --> 01:35.545
[SPEAKER_01]: Sometimes they're the enemies that are building fortifications in front of you and shooting at you with laser weapons or rifles or hitting you with big gigantic boards or funny looking piece together weapons and sometimes they're wearing things like stop signs and gas cans as armor.

01:36.325 --> 01:37.965
[SPEAKER_01]: And I've just kind of pieced together things.

01:37.985 --> 01:42.546
[SPEAKER_01]: So saying absolutely ridiculous things to you while they want, while they try to kill you.

01:43.627 --> 01:45.927
[SPEAKER_01]: And then sometimes they are your companion.

01:46.267 --> 01:51.269
[SPEAKER_01]: And they tend to be a little bit more smarter, a little bit more aware of what's going on.

01:52.529 --> 01:54.549
[SPEAKER_01]: Either way, they're always amusing.

01:55.449 --> 01:56.850
[SPEAKER_01]: For me, they're always fun to fight.

01:57.050 --> 01:59.650
[SPEAKER_01]: They're especially fun to sneak up on and take out.

02:00.351 --> 02:04.632
[SPEAKER_01]: And when you can stand toe to toe with them because you've inspect out your character pretty well

02:06.592 --> 02:11.737
[SPEAKER_01]: It's fun to go toe to toe against them and just see if you can take them down punch by punch

02:22.682 --> 02:38.019
[SPEAKER_01]: I like how he says we I am unstoppable I'm a super mutants, but you're the one who's arrogant It's irony there, maybe Super mutants are great they like you know they come from the very beginnings of the game and in this episode we're gonna discuss

02:39.220 --> 02:40.021
[SPEAKER_01]: where did they come from?

02:40.361 --> 02:42.963
[SPEAKER_01]: What created the evolution?

02:43.503 --> 02:47.165
[SPEAKER_01]: How did the FV virus work in regards to super mutants?

02:47.625 --> 02:54.670
[SPEAKER_01]: We've touched on some of these points and I think this is one of the things that's going to start happening in these shows is that you're going to see connections to previous things that we've mentioned.

02:55.070 --> 03:11.043
[SPEAKER_01]: So at this point, if you've listened through to everything, you know that the FVV viruses were developed at the Mariposa military base, but also were shared with other locations across the wasteland, that initially soldiers in that area were actually individuals.

03:11.323 --> 03:17.828
[SPEAKER_01]: Sometimes they were soldiers who were enemy soldiers who were being tested on, but sometimes they were just common people.

03:18.708 --> 03:21.431
[SPEAKER_01]: We're initially being tested on by the FVV virus.

03:22.271 --> 03:29.473
[SPEAKER_01]: with the FEV virus and went through mutations and created some of the conflict that you have to deal with in Fallout 1.

03:30.193 --> 03:37.355
[SPEAKER_01]: Then there's also other variations of super mutants that you come across in some of the other games and some other different places.

03:38.155 --> 03:41.716
[SPEAKER_01]: And they act differently and there are reasons for that.

03:42.316 --> 03:43.856
[SPEAKER_01]: So we're going to dive into this a little bit.

03:43.896 --> 03:44.676
[SPEAKER_01]: According to the

03:51.598 --> 04:01.983
[SPEAKER_01]: It explains here that the FEV2 super mutant was the one that we can relate to in the Mariposa military base.

04:02.723 --> 04:05.985
[SPEAKER_01]: And here it says in humans, phenotypical changes.

04:06.025 --> 04:08.746
[SPEAKER_01]: Now phenotypes are visual changes.

04:08.886 --> 04:10.787
[SPEAKER_01]: Genotypes are genetic changes.

04:11.387 --> 04:21.676
[SPEAKER_01]: So, think of phenotypical changes as the kind of the genetic expression that allows things to look differently due to mutation or gene changes.

04:22.137 --> 04:29.764
[SPEAKER_01]: So phenotypical changes brought upon by the Mariposa strain are substantial, accomplished by recursive growth patterns.

04:30.404 --> 04:32.145
[SPEAKER_01]: integrated in FVV.

04:32.685 --> 04:46.149
[SPEAKER_01]: In order for the mutation to succeed, the subject needs to have a low level of radiation induced damage, so part one required radiation, and should not have been exposed to the mutated FV in the wasteland.

04:46.589 --> 04:53.371
[SPEAKER_01]: So not exposed to the version of the FV that gets out there and mutates in the wastelanders.

04:53.431 --> 04:57.892
[SPEAKER_01]: This is a very specific strain of the FV at the test location.

04:58.672 --> 05:08.123
[SPEAKER_01]: subjects that do not meet these criteria were will suffer a massive overhaul of the body's systems leading to organ failure and an extremely painful death.

05:08.864 --> 05:15.972
[SPEAKER_01]: So there's some connection there that if you do come across these things, if you come across the FAB that's been mutated in the

05:16.793 --> 05:20.794
[SPEAKER_01]: out in the world and you go through these changes that most likely it will turn into death.

05:20.854 --> 05:24.155
[SPEAKER_01]: Now we do know that this is a little bit different than what we see.

05:24.515 --> 05:33.358
[SPEAKER_01]: Sometimes turning into ghouls is associated with exposure to the mutated FV that gets out in the wasteland and maybe that's another strain.

05:34.058 --> 05:36.499
[SPEAKER_01]: None of this I haven't found anything about how

05:37.599 --> 05:41.240
[SPEAKER_01]: all of that connects because I think it's probably a little too complex.

05:41.260 --> 06:00.647
[SPEAKER_01]: I think it's one of those things they're purposely keeping vague in the series to say, yes, the FEV gets out into the world and infects basically everything and some of it is chaotic, some of it leads to ghouls, some of it leads to these other creatures, but then sometimes they are specifically engineered at specific locations, like we've discussed before.

06:01.307 --> 06:08.717
[SPEAKER_01]: So the article goes on to say the average super mutant is 3.2 meters tall and weighs in excess of 350 kilograms.

06:11.088 --> 06:17.209
[SPEAKER_01]: Now, I've done the math for our American friends, like me, who don't use meters and kilograms and reference to human beings very often.

06:18.250 --> 06:18.550
[SPEAKER_01]: I don't know.

06:18.570 --> 06:22.631
[SPEAKER_01]: When we're going to update to the metric system, but come on guys, it's probably time.

06:23.091 --> 06:30.172
[SPEAKER_01]: Anyway, so 3.2 meters is over 10 feet tall, and 350 kilograms is about 770 pounds.

06:34.173 --> 06:40.217
[SPEAKER_01]: So these guys are huge and sometimes things like this don't really come across very well in a game.

06:40.297 --> 06:53.406
[SPEAKER_01]: One of the things I noticed from playing games like Skyrim in VR after playing them in on a screen with a flat version is that when you're actually in the game world, the scale and size of things makes a lot more sense.

06:53.546 --> 06:55.047
[SPEAKER_01]: I mean, it kind of seems obvious, right?

06:55.507 --> 07:02.632
[SPEAKER_01]: But it becomes much, you're much more aware that, say, for example, the apples in Skyrim are the size of a human head.

07:03.312 --> 07:11.174
[SPEAKER_01]: And you never noticed that in the 2D version of the game because of the way that you are viewing things, you're not really able to compare one to one as easily.

07:11.874 --> 07:18.055
[SPEAKER_01]: So in these games, you know they're big, but 10 feet tall is freaking huge.

07:18.455 --> 07:22.756
[SPEAKER_01]: Think about how tall your ceilings are in your house, that this super mutant would have a

07:30.127 --> 07:37.772
[SPEAKER_01]: I can't fathom that, that's like a bear, that's like a human bear-sized creature walking around.

07:38.032 --> 07:39.033
[SPEAKER_01]: That's pretty big.

07:39.693 --> 07:43.236
[SPEAKER_01]: So it goes on to say that muscle accounts for over 75% of the body mass, 75%.

07:47.937 --> 08:02.940
[SPEAKER_01]: While bone and tissue are 10% each, fat mass is exceedingly low accounting for between 3% to 5% of body mass, so these dudes are super lean muscle machines, super lean muscle machines.

08:02.960 --> 08:05.800
[SPEAKER_01]: It sounds like a 1980s commercial for like a cartoon or something.

08:06.180 --> 08:09.521
[SPEAKER_01]: The increased muscle and body mass lead to a change in posture.

08:10.441 --> 08:13.281
[SPEAKER_01]: FV super mutants have a characteristic hunched stance.

08:13.361 --> 08:15.222
[SPEAKER_01]: The skin tone changes substantially

08:17.303 --> 08:18.553
[SPEAKER_01]: with tints of light cream.

08:19.786 --> 08:24.088
[SPEAKER_01]: though as the mutant ages it may become more green or even all of colored.

08:24.588 --> 08:32.110
[SPEAKER_01]: The skin becomes much thicker and resistant to trauma including cuts, bruises and damage from fire, acid and even gunfire.

08:32.831 --> 08:39.993
[SPEAKER_01]: These changes are uniform across mutants due to the aforementioned growth patterns and pre-programmed DNA loaded into the virus.

08:40.513 --> 08:44.955
[SPEAKER_01]: So they are basically designed to become mussely,

08:48.096 --> 08:51.499
[SPEAKER_01]: This also has the effect of removing secondary sexual statistics.

08:51.959 --> 08:57.283
[SPEAKER_01]: So, for example, none of the super-means, if you've noticed in the game, have any sexual organs.

08:58.024 --> 08:59.885
[SPEAKER_01]: You can't tell if they are male or female.

08:59.945 --> 09:05.430
[SPEAKER_01]: Some of them consider themselves to be female, or they were at one time female, and some have memories of that.

09:05.770 --> 09:08.892
[SPEAKER_01]: But because they're so hulking, because the change is

09:09.733 --> 09:19.571
[SPEAKER_01]: basically create all this muscle mass, the same way that like lots of testosterone does, they have this generally male appearance, but without any of the sexual organs.

09:20.713 --> 09:22.656
[SPEAKER_01]: So that means that they cannot procreate.

09:23.578 --> 09:28.602
[SPEAKER_01]: But we'll find out later that that may not be a huge issue for the super mutant population.

09:29.722 --> 09:40.850
[SPEAKER_01]: Now, it goes on to explain how changes in the brain work increased size of neural transmitters and synaptic receivers in the body, give super mutants acute reflexes and heightened senses.

09:41.331 --> 09:46.655
[SPEAKER_01]: However, these changes are usually not accompanied by a similar rise in intellect.

09:47.415 --> 09:59.438
[SPEAKER_01]: The FEV strain in Mariposa has a chance of modifying intellect, while most people retain their pre-dipped intellect, a majority of the remaining group experiences a loss, typically 30% less.

09:59.959 --> 10:08.321
[SPEAKER_01]: So, there are, in Fallout 1, you do come across intelligent supermune, supermune, who are basically of regular human intellect.

10:09.562 --> 10:15.847
[SPEAKER_01]: Or maybe smarter in some cases because they retain to their pre mutation intellect and they might have been highly intelligent humans.

10:16.387 --> 10:19.950
[SPEAKER_01]: But most of them are reduced by about 30%.

10:20.031 --> 10:27.517
[SPEAKER_01]: So they think of them as functional and they can carry on a basic conversation and they can make sure that they eat.

10:28.658 --> 10:30.059
[SPEAKER_01]: But that's about it.

10:30.139 --> 10:35.364
[SPEAKER_01]: They're kind of at the low end of the spectrum when it comes to human intellect.

10:36.548 --> 10:49.097
[SPEAKER_01]: It goes on and says, the loss as a result of damage caused by a recursive growth and increase in brain mass, which may be accompanied by disfigurement and damage to existing neural patterns causing loss of memory.

10:49.418 --> 10:51.999
[SPEAKER_01]: So a lot of them don't even remember having been human.

10:52.460 --> 10:54.581
[SPEAKER_01]: They just know that they are super mutants at this point.

10:55.582 --> 10:59.704
[SPEAKER_01]: The most stunning effect is a practical immortality, and this is what I was getting at.

10:59.764 --> 11:08.809
[SPEAKER_01]: They cannot reproduce, but for the most part, their bodies were pair, and will not fall apart on their own.

11:09.509 --> 11:19.014
[SPEAKER_01]: They can be killed, but they will left to their own devices without any sort of physical trauma could last indefinitely forever, maybe?

11:20.069 --> 11:36.840
[SPEAKER_01]: It goes on and says, although theorized to only bring an approximate 10% increase in life expectancy, the FEV strain in post-A results in a cell regeneration rate that exceedes cell death rate and prevents DNA degeneration through aging.

11:37.240 --> 11:41.783
[SPEAKER_01]: So basically, it's not just 10% increase in life expectancy.

11:41.903 --> 11:45.366
[SPEAKER_01]: It is cells that rapidly become the Wolverine.

11:45.786 --> 11:48.808
[SPEAKER_01]: Their cells replicate and repair faster than they die.

11:49.915 --> 11:53.195
[SPEAKER_01]: The Hayflick limit is believed to have been completely overcome.

11:54.407 --> 11:56.188
[SPEAKER_01]: Now the Hayflick limit is very interesting.

11:56.328 --> 12:03.871
[SPEAKER_01]: It is simply defined as the number of times a normal human cell population will divide before cell division stops.

12:04.672 --> 12:12.535
[SPEAKER_01]: So at some point every normal cell will run out of cell divisions and will stop replicating.

12:13.176 --> 12:22.300
[SPEAKER_01]: It's kind of like the ticking time bomb on our biology that the most biological creatures have, most animals in our world,

12:23.160 --> 12:34.087
[SPEAKER_01]: have some sort of limit and that is part of what leads to our eventual death, but Superman's don't seem to have that issue.

12:35.433 --> 12:38.435
[SPEAKER_01]: Now, this doesn't mean that their quality of life will stay the same forever.

12:39.155 --> 12:55.423
[SPEAKER_01]: Because of the problems with their mental state, older super mutants, the ones that become elderly, I guess the ones that last for a few centuries, are more likely to experience dementia all-seмерous disease, things like that where their mental facilities begin to break down.

12:55.924 --> 12:59.886
[SPEAKER_01]: But there's nothing here in the information that I found that states that that is necessarily

13:00.626 --> 13:01.908
[SPEAKER_01]: tragic and brings death.

13:02.148 --> 13:11.580
[SPEAKER_01]: It probably just brings about forgetfulness and an inability for them to actually, you know, work and cooperate with others and get along in their environments.

13:11.600 --> 13:15.005
[SPEAKER_01]: They probably still make sure that the eat and, you know, move through life.

13:15.165 --> 13:18.149
[SPEAKER_01]: But their memory becomes very broken.

13:19.490 --> 13:28.473
[SPEAKER_01]: At the end of this article, it says, or at the end of this section of the article, it says death is made even more unlikely by the fact that super mutants are immune to common diseases and radiation.

13:28.973 --> 13:34.034
[SPEAKER_01]: They're not affected by radiation anymore, which sounds crazy, but ghouls share that as well.

13:34.674 --> 13:37.995
[SPEAKER_01]: And common diseases are not a problem for them.

13:38.175 --> 13:43.677
[SPEAKER_01]: Their immune systems themselves replicate and fix themselves faster than the diseases can take hold.

13:44.397 --> 14:03.585
[SPEAKER_01]: So these are the mutants that you come across in Fallout 1 specifically, and other than them, you come across mutants in the other Fallout games as well, Fallout 3 in the Commonwealth, Fallout 4 in Boston, Fallout 76 in Appalachia.

14:04.125 --> 14:08.287
[SPEAKER_01]: Now, how did these areas also have super mutants?

14:08.907 --> 14:09.707
[SPEAKER_01]: That's a good question.

14:10.308 --> 14:17.031
[SPEAKER_01]: So according to the article as it goes on, it explains that there are now the EEP Supermunes.

14:17.692 --> 14:21.554
[SPEAKER_01]: And they were produced as part of the evolutionary experimentation program.

14:22.114 --> 14:27.797
[SPEAKER_01]: This variant of Supermunes comes from an inferior FEB strain used in Vault 87.

14:29.038 --> 14:32.680
[SPEAKER_01]: Now, this is a vault that you will come across in the capital wasteland in Fallout 3.

14:34.205 --> 14:38.748
[SPEAKER_01]: This is the source for the general super mutant population in that area in Fallout 3.

14:39.709 --> 14:53.799
[SPEAKER_01]: Now the article goes on to explain that this strain of the FVV virus retains the recursive growth patterns characteristic to FV in general, but it has a different effect, which may also be linked to how infection was performed in the labs.

14:54.259 --> 14:59.043
[SPEAKER_01]: Test subjects were exposed a single time to FV in isolated chambers.

14:59.743 --> 15:00.504
[SPEAKER_01]: In the original,

15:01.224 --> 15:08.788
[SPEAKER_01]: FV experiments in Mary Posa, they are dunked for 24 hours in this vat of mutagen.

15:09.549 --> 15:12.510
[SPEAKER_01]: Think like Ninja Turtles like green, glowing, green stuff.

15:13.471 --> 15:19.955
[SPEAKER_01]: But in these experiments, they are an isolated chambers where the virus is deployed as an airborne particulate.

15:20.575 --> 15:35.326
[SPEAKER_01]: When exposed, phenotypical changes occur within three days, so they start looking like super mutants within three days, and include increased muscle mass, changes in skeletal structure, and atrophy of all visible sexual characteristics, so they look very, very similar to the others.

15:36.207 --> 15:40.571
[SPEAKER_01]: creating a uniform body shape devoid of genitalia or other sexual dimorphism.

15:41.251 --> 15:52.340
[SPEAKER_01]: At 10 days, skin pigmentation becomes a mixture of yellow and green, so they're more green than the grayish green of the original set of supermune's over on the west coast.

15:53.616 --> 15:58.179
[SPEAKER_01]: And similarly, they develop a resistance to radiation and other environmental hazards.

15:59.039 --> 16:02.181
[SPEAKER_01]: However, there's the key problem with this batch.

16:02.421 --> 16:04.782
[SPEAKER_01]: And that's that the mutation doesn't stop.

16:05.442 --> 16:14.848
[SPEAKER_01]: Within 14 days of initial exposure, subjects regress to an almost feral state, exhibiting extreme aggression in every non-mutant.

16:15.728 --> 16:28.999
[SPEAKER_01]: While some semblance of cognition is retained, exhibited by the ability to speak, operate machines and use basic tactics and combat, super mutants of this type are typically characterized by significant mental retardation.

16:29.599 --> 16:33.262
[SPEAKER_01]: These guys have mental problems, all of them.

16:33.703 --> 16:36.966
[SPEAKER_01]: If you come from this group of super mutants, then there is

16:37.606 --> 16:46.572
[SPEAKER_01]: Basically, no chance that you were going to come across a super-mune that remembers what life was like before they were a super-mune, or a super-mune that knows how to add two numbers together.

16:47.633 --> 16:53.838
[SPEAKER_01]: Another unforeseen side effect is that the unfinished virus strain codes the body for continual growth.

16:54.338 --> 16:58.081
[SPEAKER_01]: If a super-mune of this type eludes death for prolonged periods of time,

16:58.881 --> 17:10.093
[SPEAKER_01]: they may become a considerable threat reaching the size of a small building and I think you guys all remember the first time you come across in Fallout 3 a gigantic super mutant.

17:11.014 --> 17:11.915
[SPEAKER_01]: That was a big shock to me.

17:12.255 --> 17:19.122
[SPEAKER_01]: I thought that was pretty crazy and I pretty sure I barely survived it with the use of some mini-nukes maybe.

17:20.123 --> 17:30.671
[SPEAKER_01]: So it goes on to say that the first super mutants of this variety were created in 2078, so that's just a year after the great bombs dropped, becoming a permanent fixture of the capital wasteland.

17:30.992 --> 17:33.894
[SPEAKER_01]: Too dumb to overrun it, but too strong to die off.

17:34.474 --> 17:41.119
[SPEAKER_01]: The routine behavior included rating to kidnap people for conversion with the EEP mutagen.

17:41.200 --> 17:44.862
[SPEAKER_01]: So part of what they do is they make sure that they can keep

17:45.743 --> 17:52.847
[SPEAKER_01]: Supermunes around by raiding and taking people, applying the virus and making sure that they get more supermunes.

17:53.587 --> 17:55.028
[SPEAKER_01]: So they were smart enough to at least do that.

17:55.789 --> 18:04.794
[SPEAKER_01]: Their inability to reproduce, possibly bolstered by the FVBatch and or human procreation instincts, leads to an obsession with preserving their species.

18:05.294 --> 18:13.138
[SPEAKER_01]: They attempt to capture live humans as often as possible in order to infect them with it, with the FVB, or green stuff at Vault 87.

18:14.799 --> 18:16.081
[SPEAKER_01]: they call it the green stuff.

18:16.601 --> 18:23.588
[SPEAKER_01]: However, by 2277, the mutants are running out of FV and are looking in desperation for a new source of the virus.

18:24.849 --> 18:27.872
[SPEAKER_01]: Now there's another group in Hunter'sville,

18:28.863 --> 18:31.524
[SPEAKER_01]: that I referenced before at the West Tech facility.

18:32.205 --> 18:38.708
[SPEAKER_01]: And that was another facility where the FV virus was shared with those researchers.

18:39.088 --> 18:41.629
[SPEAKER_01]: And the experiments there went terribly wrong.

18:42.650 --> 18:45.851
[SPEAKER_01]: And the super mutants were left out, you know, lost out into the world.

18:46.091 --> 18:50.994
[SPEAKER_01]: And for the most part, are similar to the dumb super mutants that show up in other places.

18:51.714 --> 18:56.797
[SPEAKER_01]: Now, there are super mutants also in the commonwealth.

18:57.857 --> 19:02.782
[SPEAKER_01]: and they're different from the Vol 87 Supermunes and the Mariposa Supermunes.

19:03.683 --> 19:14.194
[SPEAKER_01]: And the article goes on to say that while they possess the imposing musculature and resilience of the former, they have a level of intelligence on par with the drummer examples of the latter.

19:14.814 --> 19:29.647
[SPEAKER_01]: They are capable of following a chain of command, erecting fortifications, and even setting up traps and ambushes, such as the Trinity Tower, where fist deliberately used Rex Goodman as bait to lure humans, and weed out the weak super mutants among his host.

19:29.947 --> 19:31.489
[SPEAKER_01]: So there's smart enough to do things like that.

19:31.669 --> 19:33.410
[SPEAKER_01]: I hope you remember that quest line.

19:34.251 --> 19:34.832
[SPEAKER_01]: That one's pretty good.

19:35.572 --> 19:45.462
[SPEAKER_01]: They're also capable of speaking like normal humans, unlike they're practically feral brethren from the capital wasteland, and consider themselves the superior race in the commonwealth.

19:46.143 --> 19:56.974
[SPEAKER_01]: So they're a little bit more organized, they're a little bit more vocally aware, vocally able to express themselves and communicate information, so that can make them more dangerous.

19:58.192 --> 20:05.448
[SPEAKER_01]: All common well super mutants are the result of the Institute's research into the FV which began in 2021-78 under the auspices of Dr. Frederick.

20:08.638 --> 20:17.920
[SPEAKER_01]: Now the article goes on to explain that basically these guys were engineered by the Institute and released into the Commonwealth to create problems.

20:18.461 --> 20:30.724
[SPEAKER_01]: This was very intentionally done and it's also a little bit disturbing because these type of mutants can also become gigantic behemoth mutants as well.

20:31.744 --> 20:33.406
[SPEAKER_01]: if the mutation destabilizes.

20:33.486 --> 20:44.620
[SPEAKER_01]: So rather than growing older and continuing to grow, these ones had stabilization issues with the mutation that could turn them into gigantic monsters.

20:46.188 --> 20:49.610
[SPEAKER_01]: So that about wraps up the information we have about super mutants.

20:49.630 --> 20:58.517
[SPEAKER_01]: So there's a lot more details about what happens in each of the games and some of the roles that individual super mutants play or individuals play in the creation of super mutants.

20:59.117 --> 21:06.402
[SPEAKER_01]: But that's information for a later time when we can delve into more of the details of specific games and some of the things that happen through the storyline.

21:07.683 --> 21:11.064
[SPEAKER_01]: Uh, in the meantime, let me know what you guys think about super mutants.

21:11.124 --> 21:13.965
[SPEAKER_01]: Is this one of the enemies that you prefer to fight against?

21:14.305 --> 21:18.406
[SPEAKER_01]: Did you enjoy having super mutants as companions?

21:19.406 --> 21:24.707
[SPEAKER_01]: Is there a specific funny situation with the super mutant that you really enjoyed coming across?

21:24.767 --> 21:30.168
[SPEAKER_01]: I can think of a few, uh, food details from my experience, but maybe there's something that you'd like to call

21:37.970 --> 21:49.559
[SPEAKER_01]: a character, and that was a super mutant, some sort of like expansion later, and you got like, you know, higher strength by default and higher endurance by default, but less intelligence.

21:50.480 --> 21:51.261
[SPEAKER_01]: That would be really cool.

21:52.241 --> 21:53.542
[SPEAKER_01]: Devs, got an idea for you.

21:54.723 --> 21:55.583
[SPEAKER_01]: What do you guys think?

21:55.623 --> 22:03.687
[SPEAKER_01]: Let me know at a Fallout lorecast on Twitter or a Fallout lorecast at gmail.com I love hearing from you guys and please reach out.

22:04.207 --> 22:17.793
[SPEAKER_01]: Otherwise stay away from those green glowy vats because We would be really sad if you turned into a super mutant and forgot about this podcast That'd be so sad

22:24.559 --> 22:27.181
[SPEAKER_01]: Thanks for listening to the fallout lorecast.

22:27.562 --> 22:33.147
[SPEAKER_01]: All sounds in music are owned by Bethesda Softwoods and no copyright infringement is intended.

22:33.287 --> 22:37.070
[SPEAKER_01]: If you have something you'd like to contribute to the show, please contact us with that.

22:37.130 --> 22:44.356
[SPEAKER_01]: Fallout lorecast at Gmail.com Or follow us and post a message to us on Twitter at the fallout lorecast.

22:44.556 --> 22:50.902
[SPEAKER_01]: And if you'd like to support the show, tell a friend, or check out the rewards you can get for becoming a patron at patreon.com.

