Fallout 1 Super Mutant Invasion

Super Mutant Invasion is a quest in Fallout 76. This page was last edited on 2 November 2018, at 13:35. Content is available under CC BY-SA 3.0 unless otherwise noted. Game content and materials are trademarks and copyrights of their respective publisher and its licensors.

  • In version 1.1 of the game, the time limit for the mutant attack on Vault 13 is delayed from 500 days (or 400 depending) to thirteen years of in game time, effectively giving the player enough time to do as he or she wishes. The player can defeat the Master and destroy the Super Mutants' Military Base in either order.
  • Yeah there was a time limit for the Mutant invasion for Vault 13, it was 500 days, or 400 if you bought the water. Although with version 1.1 this was basically removed, giving you a maximum of 13 in game years to finish it.
  • Hello, I was wondering if there is a mod that allows you to play forever even after the super mutant invasion or after you got back to the vault. I'm looking for one for Fallout 1 and one for Fallout 2. I can't find anything on Google and I'm sure that I did see one for Fallout 2 a year ago, I just can't find it anymore. Thanks in advance.
Destroy the Mutant leader.
Quest data
LocationVault 13
Cathedral
Given By
Reward10,000 XP
End game if Destroy the source of the Mutants. is completed
Related quests
previous:
Find the Water Chip.
leads to:
-
Destroy the source of the Mutants.

Destroy the Mutant leader is a main quest in Fallout.

  • 2Walkthrough

Description

The safety of Vault 13 can only be ensured by the total destruction of the mutants, including the Master. The Vault Dweller is ordered to hunt him down and destroy him.

Walkthrough

The Monster in the Basement

  • In order to destroy the Master, the player first needs to reach the Cathedral, located south of the Boneyard. Accessing the Vault in order to confront the Master requires first getting into the basement.
    • The combat solution is to kill everyone, at least in the Cathedral's tower. The nightkin are a challenge, but the real prize is Morpheus and his COC badge that unlocks the door into the basement. To this end, the player can convince Nicole to send some backup in the form of Follower invaders, who provide useful cannon fodder and can be kept alive by juicing them up with drugs (Buffout for Strength and durability, Psycho for the damage resistance). They wear metal armor, and are equipped with melee weapons: A sledgehammer, Ripper, and two spears and will follow the player everywhere in the Cathedral.
    • Diplomats can wear robes or carry the red COC badge and as long as they have no party members or the invaders on their tail, the nightkin won't attack. They can talk to Morpheus, reveal their identity as the Vault Dweller, then agree to meet the Master. This instantly transports them to the Master's chambers for a diplomatic confrontation (see below).
    • Stealthy characters can use the robes and try to assassinate Morpheus to loot the badge from his corpse. With 100% Lockpick or better, it's also possible to open the door into the basement.

Reaching the Master

  • To open the secret door to the lower right, the player can use Traps or Lockpick on the lowermost bookcase to reveal a secret lever, then use it as normal. Otherwise, they can either blow up the door or wait for Jeremiah to open it. Jeremiah will ignore the player if they are wearing robes, otherwise, he will either throw them out of the Cathedral or have to be killed.
    • From this point on, the combat route is to just kill everything in the way to reach the elevator to level 3 and kill the Master.
    • Diplomats and sneaks cannot have any part members or invaders, carry a weapon, and must keep on wearing the robes. To enter the Vault, the player has to bluff their way in (worth 750 xp and requires not asking about things that would be obvious to Children with the right security clearance).
  • The computer just beyond the airlock can be hacked with Science to learn the location of Mariposa Military Base. This grants 1250 xp even if the location was previously visited. The elevator connects to the rest of the Vault.
  • Level 2 should be visited to gain the psychic nullifier from the psykers locked up near the chapel. Gideon will give one if the player has 8 or more Intelligence. This is worth 1000 xp. Otherwise, he has to be killed or the nullifier stolen.
  • Level 3 has the mutant barracks, command center, and Master. Ignore Jeremiah, as he will always attack. Viscious will attack if the player has weapons drawn, otherwise he can be ignored. The other elevator leads to the nuclear bomb and the stealthy method of defeating the Master.
  • The Corridor of Revulsion will deal damage to players attempting to reach the Master (unless the Nullifier is equipped or Mental Block was selected during a level-up). There will be six attacks in total:
    • Entrance (no effect): 'The hairs on the back of your neck rise. You feel something from the corridor ahead. The bile rises as your recognize the mass of flesh ahead - human parts in the wall itself. The worst part is that it is moving, calling to you.'
  1. 'Your nose starts to bleed. You hear voices in your head. They are calling your name. Darkness washes over your eyes for a moment, but you recover.' (direct damage)
  2. 'A voice calls to you. You turn you head and see the image of a forgotten friend, obviously dead. The worms fall from her rotted jaw as your headache grows.' (direct damage)
  3. 'It is getting harder to move forward. Your foot seems bonded to the floor. You look down, and the flesh of the floor is crawling up your leg. Teeth gnaw at your knees. Still, your headache gets worse.' (direct damage)
  4. 'Something catches your attention, a flash of movement from the ceiling, and then a sliver of bone pierces your eye! With it comes the thoughts of the dead and tortured!' (direct damage, causes eye damage, and permanent -1 to Perception)
  5. 'The pain in your head is maddening. You feel the sins of others wash over your soul. And it gets worse, as your sins answer them. Like madmen, they fight through your psyche, and in the process tear your personality apart.' (-1 Intelligence permanently; deals major damage to Childkillers and Berserkers)
  6. 'Your head is pulsing with the intrusive thoughts of others. The pain grows and grows. Suddenly, as if it never existed, the pain vanishes. You fall to the ground and weep. But something does not feel right.' (-1 to Intelligence and Perception permanently.
  • As a result, the Corridor will result in major damage, crippled eyes, and -2 to Intelligence and Perception. Followers (except for Dogmeat) are affected as well, unless the player has the Psychic Nullifier. Mental Block does nothing.

Defeating the Master

  • Combat includes facing the Master directly. He has 500 hit points, a Gatling laser, and thick armor. Furthermore, he will spawn a super mutant in the corridor every two turns (four at the lowest combat difficulty), up to a maximum of twelve. Hardened power armor and high damaging weapons are a necessity to withstand the damage output, however, the Master will not attack companions or his Floating eyes. In fact, the robots are not aggressive towards the player and if splash damage hits them, they will turn on the Master. He is also vulnerable to pulse grenades. Saving and reloading will also cause the spawned mutants to disappear, but still count towards the maximum of twelve.
  • Diplomacy requires the player to have read Vree's autopsy report and have at least 7 Intelligence and good Speech. Then it's a matter of asking him about the plan, pointing out a problem with it and either giving the disk or telling him to ask his female mutants.
  • Stealth involves no confrontation and infiltrating the lowest level via the barracks in the command center. The doors are locked and require a good Lockpick. The player can activate the bomb after killing the guards (they don't take kindly to tampering) by using Science (70% required), Lockpick (70% required; the test was intended to be for Repair, but the game checks for Lockpick) or the nuke key looted from Mariposa.
  • Finally, it is possible to join his cause simply by talking to him and agreeing to his demands or persuasion. Doing so triggers the dipping ending and the raid on Vault 13, but grants no end slides.

Leaving

  • As a result, the nuclear weapon is activated. The player has 240 seconds to reach the exit grid outside the Cathedral.

Rewards

  • 10000 XP for killing the Master (plus combat experience).
  • If Destroy the source of the Mutants. was also completed, the game ends.

Behind the scenes

  • According to the Fallout demo this quest was originally going to be called 'Destroy the Master.'[1]

References

  1. Fallout demo PIP-Boy: '{1003}{}{Destroy the Master.}'
Vault 13Calm rebel faction ·Find the Water Chip → Destroy the Mutant leader and Destroy the source of the Mutants. ·Find the Water Thief ·Unlock the Armory ·Obtain more equipment ·Research important information
Shady SandsRescue Tandi from the Raiders ·Stop the Radscirpions ·Talk to Katrina ·Improve Shady Sands' Agriculture ·Recruit Ian ·Cure Jarvis of Radscorpion Poison.
RaidersFree the Slaves ·Join the Khans
JunktownRescue Sinthia ·Bust the Skulz gang ·Stop Gizmo. ·Kill Killian ·Solve Phil's Canine Conundrum ·Recruit Tycho ·Help Saul. ·Steal Neal's Urn ·Kill Neal
HubDispose of merchant → Dispose of Jain ·Find the missing caravans ·Steal necklace from the Merchants ·Blackmail Iguana Bob ·Help Irwin ·Guard the caravans ·Clean out the Loan Shark ·Take down Decker
NecropolisDestroy the Super Mutants at the Watershed ·Fix the Necropolis water pump ·Free Ghoul prisoner
GlowTurn on power for the Glow
BrotherhoodBecome an Initiate ·Rescue Initiate from the Hub ·Scout the northern wastes ·Fix the broken T-51b power armor ·Convince the Elders to lend Paladins for an assault on the mutant base
BoneyardFix hydroponic farms in Adytum. ·Kill Razor ·Get weapons for the Blades ·Exterminate the deathclaws ·Free Adytum from the Regulators ·Recruit Katja
BurrowsCut contentThe Search for the Glow ·The Wood Cutter's Wife ·To Catch a Wisp ·The Trade Line
Cut questsSave Trish. ·Disarm Traps for the Facility ·Find Children spy in the Followers ·Become a Blade. ·Deliver Locket for Romero. ·Deliver package from the Gun Runners. ·Rescue Jason Zimmerman. ·Stop the Gangs from attacking Adytum.
Unmarked quests in italics.
CharactersCindy ·Citizen ·Ed ·Lyle ·Medic ·Overseer Jacoren ·Pat ·Talius ·Theresa ·Water Thief ·Vault Dweller ·Water guard ·Officer
QuestsCalm rebel faction. ·Destroy the Mutant leader. ·Destroy the source of the Mutants. ·Find the Water Chip. ·Find the Water Thief. ·Obtain more equipment ·Research important information ·Unlock the Armory
CharactersMorpheus ·Lasher ·Wu ·Laura ·Ton ·Francis ·Dane ·Calder ·Child with a real attitude ·Chanter of the Children ·Slummer ·Viola ·Zark ·Olivier ·Pinochet ·Master ·Viscious ·Jeremiah ·Gideon ·Wiggum ·Moore ·LucyMad scientist ·Nightkin ·Praying Child of the Cathedral ·Praying super mutant ·Super mutant guard ·Super mutant sergeant ·Super mutant soldier ·Technician
LocationsEntrance ·Interior
QuestsDestroy the Mutant leader.
Retrieved from 'https://fallout-archive.fandom.com/wiki/Destroy_the_Mutant_leader.?oldid=2025253'
Mail has been fixed; you should now be able to confirm your e-mail address, watch pages, and the like.
Please report any issues on Discord.
Fallout

Developer: Black Isle Studios
Publishers: Interplay (PC), MacPlay (Macintosh)
Platforms: DOS, Windows, Mac OS Classic, Mac OS X
Released in US: October 9, 1997

This game has unused areas.
This game has unused graphics.
This game has unused items.
This game has unused text.
This game has debugging material.
This game has regional differences.
This game has revisional differences.

This game has a prototype article

War never changes...

Fallout is a landmark post-apocalyptic RPG from Interplay, developed by a team that included the founding members of Troika Games and the group that would later be known as Black Isle Studios. It was initially conceived as an electronic adaptation of the GURPS role-playing system in an original setting (and there are indeed a few traces of GURPS to be found in the demo), but the GURPS license was pulled in a legal dispute initially started over extreme 256-color violence. Instead, it uses the series' signature SPECIAL system. Fallout is remembered as one of the greatest CRPGs of all time and its genre influence is arguably unrivaled by any game without 'Ultima' in its title. It spawned four sequels and two spin-offs of varying quality, all of which were developed by different teams from one another.

The information on this page can be accessed first-hand using dedicated mod tools.

  • 3Unused Items
  • 4Unused Maps
  • 5Unused Graphics
  • 8Unused Endings

Sub-Pages

Unused Message Files
Unused dialog and mouseover description text.
Unused Speech
Voice-acted dialogue that does not go heard.

Debug Logging

To do:
Manual method in case the patching tool fails?
Download FallOut Debug Patching Tool
File:FO1 debug patch.zip (434 KB) (info)

Run the attached patching tool on falloutw.exe. Add the following lines to the config file:

Then, using the command prompt, typing in set DEBUGACTIVE=LOG before running falloutw.exe will log to a file. Alternatively, set DEBUGACTIVE=GNW will show the log information in real-time while playing the game.

Unused Items

Field Switch

A non-functional unused item, featuring a graphic that was later recycled in the sequel for use by an unrelated quest item (Explosive Switch). Weight: 1, value 0. Description:

Semi-official commentary from Fallout Bible 8 by developer Tim Cain, regarding this item as well as Tangler's Hand:

'I am pretty sure that both of these items were part of deleted quests. Tangler's Hand was used to prove that you killed someone (duh, Tangler probably), and I think it was in Adytum, which was heavily modified near the end of FO's development. I am even less clear on the field switch, but I remember we had lots of discussion on how to handle the player bringing down the force fields in the Military Base, so it was probably going to be used for that, but then got tossed aside when another solution was used.

Mr. Taylor may remember these better than I.

Tim.'

This was confirmed by Chris Taylor.

Gold Locket

A quest item for the cut Boneyard quest 'Deliver Locket for Romero', which would have been handed to the player by Romero. Weight: 1, value 400. Description:

Knife

The unused knife as seen in the manual.

A cut melee weapon which exists only as an unused inventory icon and not a functional item. The manual displays a similar looking implement called simply 'knife', so this is likely just an earlier version of the graphic rather than an incomplete weapon.

Reserved Item

Description:

Surprisingly, the demo calls this item Dex Adders.

Small Statuette

A novelty item later found in Fallout 2 which exists unused in the files for this game. Description:

Tangler's Hand

A quest item once belonging to the anatomy of a man named Tangler, leader of a cut gang called the Rippers. The Rippers were one of two gangs only partially implemented before their hometown in the Boneyard was overhauled late in development and their territory repopulated by Deathclaws (this change is hinted at by the 'Ripper' movie poster on this map). Their leader's hand is the most significant remaining artifact of this quest and remains unused in both Fallout 1 & 2. Weight: 3, value 200. Description:

Watch

This doesn't have an inventory icon. Description:

Brotherhood of Steel Honor Code

Unused holodisk. Weight: 1, value 50. Description:

Contents:

Unused Maps

All of these maps can be accessed with minimal effort thanks to the presence of a recording mode which the developers likely forgot to remove. Pressing Ctrl+R on the title screen will open up a full map list to record a demo to play on the title screen. Recordings will be saved in the 'DATA/selfrun' directory. You can select any map in the game (and a few which aren't) and explore as Max Stone. NPCs will not fight or speak to you (unless you trigger a script), although you can drop plastic explosives on them or kill them by pumping them full of Super Stimpaks. You cannot interact with the environment while in this mode except to open doors. Pressing Ctrl+R again ends the recording. Exit grids will not function in this mode but you can save then load while playing normally to use them.

Brotherhood Ruins

Map name: BRODEAD.MAP

Fallout

At some point, the Brotherhood of Steel bunker was supposed to be invaded by Super Mutants. The unpatched game had mutant invasions occur in certain areas after a significant amount of time passed, but the BOS bunker was not one of those places. Exiting the map leaves you in Vault 13's world map square.

Scrapheap

Map name: JUNKDEMO.MAP

A Junktown-like map designed for (and fully explorable in) the demo. All the demo's NPCs are still standing around though you can't talk to them. Called Error on the loading screen. Cannot be exited as there is no exit grid.

Template

Map name: TEMPLAT1.MAP

An utterly empty dirt field used as a canvas by mapmakers. Called Error on the loading screen.

Viper Camp

Map name: VIPERS.MAP

A mostly empty camp for a cut tribe of raiders. There is an empty ice chest in the tent on the left and a footlocker in the tent to the north. Exiting brings you to Vault 13's map screen. The Vipers themselves wouldn't make an appearance in the series until Fallout: New Vegas.

Unused Graphics

Immolated Children & Midgets

The animation children and midgets display as they burn to death is unused in Fallout. It was later used properly in Fallout 2.

Pre-release Advertisements

These were all used in the demo.

Placeholders

Some of these graphics are normally meant for 'Mapper2', which Interplay used to create maps for both Fallout games.

  • Inventory item.

  • Talking head.

  • Critters.

  • Item container.

  • Effect/scenery.

  • Wall graphic.

  • Floor tile.

  • Something used to separate different tilesets.

  • More scenery.

  • Something tells me this is unused.

  • Hex panel.

  • Light source hex panel.

  • Exit grid.

  • Another type of hex panel.

Hidden Graphics

These are used, but overwritten by other graphics making them impossible to see.

Hidden
Used

Savegame screenshot from the entrance to Vault 13 as part of the save/load screen background. Empty save games use a blank background without a screenshot.

Hidden
Used

Early graphic of the held item panel loaded into the interface under the used version of the same graphic.

In the HP/AC numeral part of this same graphic (not pictured), the overwritten digits are 036 HP and -258 AC. Similarly the graphics for age, skill %, timers, and special points are all 23 for 2 digit values and 223 for 3 digits before being overwritten by their actual values.

Unused Quests

Found in PIPBOY.MSG. These are all located in the L.A. Boneyard, a location that was heavily re-worked late in the development cycle. Much more evidence for scrapped quests can be found in cut dialog files.

Language Filter

These are the words censored by turning the language filter on in the options menu, contained in BADWORDS.TXT (requires f1undat to decompress). Some of these words are unused in the final script e.g. 'pigfucker'.

Unused Endings

Junktown

This is part of the Super Mutant invasion event that is referenced in several endings but never actually occurs in the game.

Followers of the Apocalypse

This ending is inaccessible because the criteria calls for two actions that are impossible due to missingNPCs.

Fallout 1 Super Mutant Invasion 2

Brotherhood of Steel

The traitor doesn't actually exist, and is only mentioned in some unused lines in Vree's dialog file.

Region Differences

To do:
Properly check what Fallout v1.2 UK fixes or what bugs it brings up.

European versions of Fallout were censored to varying degrees dependent on region. Patches exist to re-implement this content for European players.

Fallout 1 Super Mutant Invasion Full

  • In all European releases of Fallout 1 and 2, all child NPCs were (nearly) removed to avoid child-killing controversy (actually only made invisible). This also made the Childkiller reputation and encounter with the bounty hunter Avellone inaccessible.
  • The German version was further censored to disable blood and violent critical death animations.
  • The UK release has some words changed to avoid drug references. All incidences of the word 'drug' were changed to 'chem' (something that would become standard for the series with Fallout 3) and 'addiction' with 'craving'.

NOTE: This is the version that GOG.com supplies!

Revisional Differences

On November 9, 1999, a v1.1 US patch was released to fix a few errors that existed in the original game:

Fallout 1 Super Mutant Invasion Xbox 360

  • Companions no longer get cloned when saving and reloading during combat.
  • Armor correctly adjusts the stats when being moved around in the inventory.
  • Exposure to radiation no longer raises stats; this was even lampshaded as another form of FEV in the Fallout Bible.
  • The 500-day time limit had been replaced with 13 in-game years (notably the maximum amount of playtime in Fallout 2, where you can play 'til July 25, 2254, exactly 13 years after the start of the game), giving a nigh infinite amount of time to enjoy the experience without the game suddenly ending because you were not fast enough to kill the Master. This also means that there are no more drawbacks to asking the Water Merchants to deliver water to Vault 13, which'd lower the invasion time limit by 100 days.
The Fallout series
WindowsFallout (Prototype) • Fallout 2 • Fallout Tactics • Fallout 3 ('Van Buren' Prototype) • Fallout: New Vegas • Fallout 4
DOSFallout (Prototype)
Mac OS ClassicFallout
Mac OS XFallout 2
PlayStation 3Fallout 3 • Fallout: New Vegas
Xbox 360Fallout 3 • Fallout: New Vegas

Fallout New Vegas Super Mutant

Retrieved from 'https://tcrf.net/index.php?title=Fallout&oldid=796512'