Background[edit | edit source]
The primary instrument of the SRB is the courser, a third-generation synth assigned to operate on the surface. Coursers hunt down and reclaim synths that have escaped the Institute. They are highly self-sufficient, trained in combat, infiltration, and tracking. In a word, coursers are relentless.
The coursers are designed to be elite killing machines, unlike other synth models. Under the orders of the SRB, the department assigns their missions and provide access to the surface via relay from their courser chip, a form of teleportation device. The SRB primarily uses coursers to retrieve and reset escaped synths. Once an escaped synth is found, a courser uses the synth's recall code to wipe its memories and render it inert. Once done, the synth is brought back to the Institute to have its neural pathways restored and regulated back to its original functions, wiping its memories of its time on the surface, although numerous cases involve irreparable damage and the disposal of many escaped synths.
Coursers are drawn from the third generation synth population, constantly monitored for tenacity, fearlessness, and independence. When synths are identified with these traits, the basic necessary skills are transferred into their minds. Stealth, espionage, combat training as well as survival and repair skills. They then undergo a rigorous training regimen where they further hone these new abilities to even higher levels. Everything from armed and unarmed combat, investigative techniques, psychology, and even mechanical skills must be perfected. Those who pass a final evaluation become coursers, re-registered as X (eg. X6-88) or Z (eg. Z2-47) synths. Their cranial synth implant is upgraded with a Courser chip to relay them into and out of the Institute. However, those who fail the evaluation have their memories wiped and return to their former duties.
They are noted by the Railroad and the Institute to be exceptional even for synths, as they possess exceptional strength, combat prowess, awareness, and endurance. They are widely feared by the Railroad, as their first instinct when they see a courser is to cease all operations and remain low.
Interactions with the player character[edit | edit source]
Interactions overview[edit | edit source]
|This character is essential. Essential characters cannot be killed.|
|This character is a permanent companion.|
|This character is involved in quests.|
Inventory[edit | edit source]
|Apparel||Weapon||Other items||On death|
|Courser uniform||Institute pistol
Institute laser rifle
Notable coursers[edit | edit source]
- Chase - She worked for the Institute until she met DiMA and was convinced of his mission. She is the only known female courser and the only known courser to have voluntarily left the Institute.
- X4-18 - During the quest The Battle of Bunker Hill he is found waiting for the arrival of the Sole Survivor.
- X6-88 - He is a possible companion who is assigned to the Sole Survivor in Synth Retention. He is available as a companion after Mankind - Redefined. He also appears in Kellogg's memories.
- X9-27 - He will be met during the quest Operation Ticonderoga hunting for the Railroad agents as ordered by the Institute.
- Z2-47 - He is encountered in Greenetech Genetics during the Hunter/Hunted quest while killing the resident Gunners on his mission to recover a runaway synth. He is the first courser to physically appear in the game.
- B-263 - A dead courser found during the Creation Club content "Noir Penthouse."
- Reinhart VII, a courser cut from Far Harbor.
Notes[edit | edit source]
- A courser may call in synth reinforcements during combat, which will appear in the form of three randomly armed first-generation synths. Killing a courser before initiating combat (e.g sneak attacks) will still spawn these synths.
- During the first visit to the Institute during Institutionalized, a random courser can be observed talking to a nameless third-generation synth about accessing a prohibited terminal, threatening her with a memory wipe. The courser will be convinced of the synth's explanation, however.
- If the player character completes the mission at Libertalia for the Institute, random coursers in the Institute will comment on how X6-88 admires the player character's combat skills.
- Coursers appear to possess an even more advanced AI than the newest generation synths. This can be observed during the final affinity dialogue with X6-88, in which he states that he had tremendous doubts about the player character's abilities. Through a miscellaneous dialogue with Justin Ayo, the player character is hinted that coursers are heavily brainwashed and altered when compared to the normal synths.
- While female synths are encountered in the base game, all coursers encountered in the Commonwealth are male. The Far Harbor add-on introduces Chase, the first female courser.
- The origins of coursers remains somewhat unclear due to contradicting information. According to Justin Ayo, coursers are normal Gen 3 synths who are superior to their peers who are inducted. However, a large number of other sources claim that coursers are built specifically for the purpose of synth retrieval. Even Justin Ayo makes reference to modifying the line when the player character speaks with him about defeating a courser.
- As the Sole Survivor makes their way through Greenetech Genetics in the quest Hunter/Hunted they will see first hand how dangerous a courser is against well trained and heavily armed forces such as the Gunners.
- There is a binary sequence printed on each courser's rear neck. The sequence reads "01110011 01111001 01101110 01110100 01101000" and means "synth" in ASCII encoding.
Appearances[edit | edit source]
Coursers appear only in Fallout 4.
Behind the scenes[edit | edit source]
The term "courser" was not used until the Institute was fleshed out in Fallout 4, although Harkness (A3-21) from Fallout 3 performed a role similar to a courser.
Gallery[edit | edit source]
References[edit | edit source]
- Justin Ayo: " "
The Sole Survivor: "So basically, you're the secret police."
Justin Ayo: "Secret police? If that's a pre-war reference, then I'm afraid it's lost on me. Our main instrument is the Courser, a third-generation synth assigned to operate on the surface. Coursers hunt down and reclaim synths that have escaped the Institute. But I gather you know all of this, since you've encountered one already. In fact, I'd very much like to know how you defeated it."
(Justin Ayo's dialogue)
- The Sole Survivor: "I'd like to know more about the synth reclamation process."
Justin Ayo: " Once a Courser has located a rogue synth, it uses that synth's recall code to wipe its memories and render it inert. We then begin the delicate process of restoring the neural pathways to their original configuration. In those cases where the procedure is successful, the synth returns to duty with no memory of its time on the surface. "
(Justin Ayo's dialogue)
- The Sole Survivor: "You mentioned that Coursers undergo special training. Tell me more about it."
Justin Ayo: "The SRB constantly monitors our gen-3 synth population, looking for specific traits. Those who show tenacity, fearlessness and independence undergo a rigorous training regimen. We teach them armed and unarmed combat, investigative techniques, psychology and mechanical skills. Those who pass a final evaluation become Coursers. The rest have their memories wiped and return to their former duties."
(Justin Ayo's dialogue)
- Fallout 4 loading screens: "Inside every synth Courser is a specialized chip that is instrumental in "relaying" into the Institute. Obtaining that chip is the first step in infiltrating the shadowy organization."
- Brian Virgil: "Every Courser has special hardware that gives them a direct connection to the Relay in the Institute. It's embedded in a chip in their heads. You need that chip. But to get it, you'll have to find a Courser."
(Brian Virgil's dialogue)
- The Sole Survivor: "Is the situation that bad?"
Desdemona: " "