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Gametitle-FO3.pngGametitle-FO4.pngGametitle-FO4 FH.png
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At that time, the year 2227, the Institute had made great strides in synth production. But it was never enough. Scientific curiosity, and the goal of perfection, drove them ever onward. What they wanted was... the perfect machine. So they followed the best example thus far - the human being. Walking, talking, fully articulate... Capable of anything.Father, regarding the creation of the Gen 3 synths.

Synth (short for synthetic humanoids, also called androids or artificial humans) is a common term used to refer to the bio-synthetic robots manufactured within the Institute's laboratories. Synths can range from early skeletal models to those nearly indistinguishable from human beings, save for a specific implanted component only discoverable after death.[1] They are found in the Capital Wasteland in 2277 and in the Commonwealth and the Island in 2287.

Nomenclature

Both android and synth are technically correct terms, used interchangeably by the Institute to refer to its creations. The former term has been deprecated at Shaun's insistence, following the introduction of third generation models.[2]

Synths are all issued a four character identification number when processed and assigned duties. It always begins with a letter, followed by a number, dash and two more numbers. The precise system governing designations is unknown. The M prefix identifies a known infiltrator synth (M7-62)[3] and a synth that infiltrated the structures of the Brotherhood of Steel (M7-97).

Background

Synths have been manufactured by the Institute for decades, with no precise date as to when first generation synths were fielded to the Commonwealth; however, it was at a time when the Institute had not yet become the major bogeyman of that region and were able to continue their work in relative peace. Further attempts to work peacefully with the native inhabitants of the Commonwealth eventually culminated in mutual mistrust that ended any possible relationships between the two rather quickly.[4]

By the 2170s, the first generation synths were no longer enough for the Institute's needs, and in order to overcome the limitations of limited and non-renewable materials, the Institute endeavored to create synthetic flesh, so that their creations could more safely traverse the above world. Research into this officially began in 2178 under the auspices of Doctor Frederick, on F.E.V. samples, despite the objections of some senior members of the BioScience division.[5] Both women and men were abducted from the Commonwealth and submerged in the Institute's modified FEV, their mutations carefully tracked and extensively investigated. Successful mutations would be monitored to ensure survivability, then tagged and discarded.[6] The research was intended to produce effective synthetic organics, but it ground to a halt in March 2224, as the research team concluded that the organic synth project could not proceed despite perfecting two FEV strains for the project. Radiation-induced hereditary damage proved too much of an obstacle.[7]

Just three years later, in 2227, the organic synth project was spun off from the FEV research initiative due to the acquisition of Shaun and his undamaged pre-War genetic code. He was recovered by Conrad Kellogg,[8][9] and his DNA became the basis of the third generation of synths in a project led by Dr. Walter.[10] The infant Shaun became Father to a whole family of engineered synthetic beings. Of course, tests were not without setbacks; in 2229, a defective 3rd generation infiltrator caused the Broken Mask incident, vilifying the Institute in the eyes of the Commonwealth.[11] The synth, which called itself Mr. Carter, was a prototype that was field tested without the Institute director's approval.[12] After an apparent malfunction, Carter went on a shooting spree, murdering at least four people before being brought down by Diamond City Security and revealed to be a synth. Though the Institute did not actually intend to massacre the people of Diamond City, the people of Diamond City have feared and resented the Institute ever since.

Icon cut content.pngThe following is based on Fallout 4 cut content.

Meanwhile, existing first generation units were provided with a suite of upgrades, in order to increase their functionality and allow for increased deployment into the Boston ruins. Designated as second generation synthetics, bridging the gap between the skeletal and human-like synths, these models are characterized by thick artificial skin. These second generation synths continued to serve the Institute well into 2287, along with the first generation remnants, although plans were made to gradually retire both the first and second generations in favor of organic synths, with the remainder of the mechanical units relegated solely to surface duties.[13]

Icon cut content.pngEnd of information based on Fallout 4 cut content.

Nick Valentine and DiMA are unique synths, both being prototype synths intended to bridge the gap between the Gen 2 synths and the truly sapient Gen 3 synths. While DiMA was made to freely develop a personality from experience, Nick's personality was built upon the mind of a pre-War detective who had his mind encoded from a pre-War brain scan, giving him all of the memories and experiences of his namesake. The two of them escaped the Institute together, but due to the limited memory space of their prototype brains, Nick's memory of the escape was deleted. This led him to believe that he was thrown out by the Institute. DiMA later traveled to the Island and founded the synth refuge of Acadia with Faraday. As DiMA reached the limit of remaining space in his prototype brain, he began to artificially increase his memory capacity by storing his memories in connected computers.

First generation

A work crew of Gen 1 synths.

The first models created by the Institute are skeletal creatures with an unmistakable provenance. Patterned after the human silhouette, their basic chassis consists of a human-like skeleton constructed from alloys, with the power cell and additional mechanisms stored where the chest cavity would be, while visual receptors and the primary processing unit are contained within the artificial skull. Limbs are minimalist, articulated by a network of tensile fibers, simulating muscle action, like in early human prostheses.[14]

In practice, first generation synths are simple, yet effective machines. They are employed by The Institute for menial labor within the Institute, maintaining the hundreds of systems keeping the underground habitat in operation, and performing tasks that can be easily automated.[15] Like all robots, they can take large amounts of damage, almost never backing down from a fight even with their limbs blown off. What the Gen 1 synths lacked in ability or strength compared to later models, they made up for in expendability and numbers, always capable of being replaced by the Institute.[16]

However rugged they are, they have major flaws. While capable of recognizing human speech and interpreting commands given to them, they require careful programming and instructing, as well as patches to keep them in operation.[17] The most notorious functionality of first generation synths is navigational software, which requires frequent patching and fixing. Pathfinding software frequently causes first generation synths to try to walk through walls.[18]

Second generation

A pair of 2nd generation synths in a combat situation.

The most common variant of mechanical synth in the Commonwealth, second generation synthetics are essentially Gen 1 synths provided with a suite of upgrades to their mechanisms and programming. The most noticeable difference is the inclusion of an internal mesh that shields the mechanisms of the synth from damage and provides support for the artificial skin layer that makes the Gen 2 similar to a human. Though more humanoid in appearance, Gen-2s still possess limited A.I. and superficially resemble a mannequin more than a human. These synths are often found dressed in synth armor when on the surface, or else in Institute jumpers when working down in the Institute. They also speak in a robotic voice, but at a much lower pitch than Gen 1 synths.

The Gen 2 synths are primarily used on the surface, where the artificial skin layer and improved mechanics improve their performance well above that of Gen 1s. Gen 2 synths are primarily used for resourcing operations and are the primary workhorse when scouting the surface. They are feared, as they're usually witnessed stripping entire settlements down for parts and killing everything that gets in their way.[19][20] One of the latest targets of a Gen 2 stripping unit was University Point, which saw its population exterminated for resources.[21]

Of course, due to their mechanical nature, mechanical synthetics can suffer from major software bugs, for example, causing them to remain in a single room executing its duties in a loop due to faulty navigation software. Other failures are typically mechanical in nature, with their servo motors and drives breaking down due to age.[18] In fact, most second generation synths have lasted long past their projected lifespans, with all the bugs that crop up due to overuse.[22]

Third generation

Main article: Generation 3 synth

A courser interrogating Gunners.

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. 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 varieties of synths of different 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.[5][8][23][24][25]

Third generation synthetics represent the pinnacle of synth technology, being virtually indistinguishable from natural-born humans right down to the cellular level. Each Gen 3 synth is built from lab-grown bones, muscles and other tissues that are assembled and brought to life at the Institute's Robotics lab, and are "born" with the bodies and mental faculties of full-grown adult humans. Though entirely biological, each Gen 3 synth contains a neurological implant inside their brain allowing them to be "programmed" and manipulated via voice commands. This implant cannot be detected or removed without killing the synth. Synths are also installed with additional components, such as neuro-servos and other implants.[26]

Third generation synthetics are unlike humans and some liberated synths do not consider themselves human at all. The reasons for this are multiple, chief among them is the assembly process.[27] According to Max Loken, synths do not require sleep at all to function properly, are completely immune to disease and do not require the intake of food or water to generate energy for their bodies certainly contribute.[citation needed][28] This is in conflict with Curie, who mentions needing to sleep and eat when in her synth body,[29] however, synths can still maintain these functions - or even want to eat such as with synth affinity for Fancy Lad cakes[30] - but may go without depending on circumstances. Generation 3 synths are physically and mentally indistinguishable from ordinary humans, having lab-grown bodies of real human flesh, bones and organs instead of plastic and metal. As Dr. Roslyn Chambers found, no medical tests or procedures can identify someone as a synth without killing them (synths that infiltrate settlements, for example, only drop synth components when killed). Psychological tests, such as Covenant's SAFE test, are dubious at best. However, they are not perfect duplicates and have a few key differences from humans that are not immediately obvious: synths do not age[31], require sleep, nor can they gain or lose weight.[30]

Views on synths

Many denizens of the Commonwealth have become paranoid and prejudiced against synths, fearing they might be abducted by the Institute and replaced with identical copies of themselves. Their paranoia is justified, as some of the most sophisticated synths encountered act as spies and could fool the unaware. There are some examples of Commonwealth citizens that were murdered and replaced with synth duplicates who the Sole Survivor interacts with on missions if they choose to join the Institute.

The synths' Institute creators view them as nothing more than machines and treat them as slaves. The Railroad has committed itself to freeing Generation 3 synths from their masters and smuggling them out of the Commonwealth to somewhere the Institute cannot reach them. In contrast, the Brotherhood of Steel has sworn to eliminate all synths, for to them, a machine capable of thinking like a man is an abomination of technology and cannot be allowed to exist, likening the lack of ethics used to create them to that of decadent pre-War corporations.

Gen 1 and 2 synths are less intelligent than Gen 3 synths, but display a level of sapience, as exemplified in their dialogue. They call out to their target "whoever you are, I know you're there"[32] and will comment that their systems may be in need of recalibration if they lose track of a target.[33][34][35] During the Tradecraft quest, Deacon comments that Gen 1 and 2 synths are on a similar mental level to protectrons and other pre-War robots, causing some debate among members of the Railroad as to if Gen 1 and 2 synths are worth trying to rescue.[36]

Characteristics

While most synths are Gen 1 or Gen 2 and are thus allied to the Institute, they can also be encountered in other places.

If the player character has built a radio beacon, incoming settlers have the potential to be Gen 3 synths (non-infiltration). If these settlers are put on a supply line and happen to pass any major Brotherhood of Steel encampment (Cambridge, etc.) they will be fired upon by the entire station, stalling any building the player character can do.[citation needed]

Synths can also be a part of a Minutemen patrol if the Sole Survivor has retaken the Castle and has an ample amount of well-off settlements. If a Minutemen patrol that possesses these synths passes a Brotherhood encampment, they will not be fired upon. Sometimes their patrol routes take them straight through the Boston Airport, into the courtyard of Fort Strong, and back through again. They will not fire upon each other and will sometimes pleasantly engage in dialogue with each other.[citation needed]

If the player character has established a bad reputation with the Institute (in other words, completed the quest Banished from the Institute), the Sole Survivor's settlements will often be infiltrated by synths who will eventually open fire on the player character's other settlers.

This will be a rare occurrence after the Institute is destroyed.

Gameplay attributes

A synth's limbs will be destroyed when crippled, which will affect a synth in different ways based on its armament. Should a synth's legs be destroyed, it will sit in place and fire upon the player character. A synth armed with a pistol can continue to fire while down after having its left arm destroyed, a synth armed with a rifle must have both arms intact in order to attack. Should a synth's arms be destroyed, they will continue to attack by striking the player character with their electrified stumps. A synth that has its weapon arm and a leg destroyed will be effectively removed from combat, and will not even attempt a melee strike if the player character wanders close.

Variants

Synth

FO4 Synth.png

Synths often come in groups of four or so, armed with Institute weapons.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth
00066644
Level
10
Perception
4
Hit Points
50
Damage Resistance
16
Energy Resistance
24
Radiation Resistance
50
Poison Resistance
?
Experience Points
20
AI attributes
AggressiveIcon required.pngIcon optional.pngIcon optional.png
AI attributes
BraveIcon required.pngIcon required.pngIcon required.pngIcon optional.png
AI attributes
Helps alliesIcon required.pngIcon optional.png
Attack
Melee (5 Damage)

Synth strider

FO4 Synth Strider.png

Stronger than an ordinary synth, these striders, while fairly weak, are still a significant step up. They, like their counterparts, almost exclusively use Institute weapons and in some instances, shock batons.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth strider
00246977
Level
13
Perception
4
Hit Points
140
Damage Resistance
15
Energy Resistance
5
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
20
AI attributes
AggressiveIcon required.pngIcon optional.pngIcon optional.png
AI attributes
BraveIcon required.pngIcon required.pngIcon required.pngIcon optional.png
AI attributes
Helps alliesIcon required.pngIcon optional.png
Attack
Melee (8 Damage)

Synth leader

FO4 Synth Leader.png

Unlike most synths, leaders are armored and possess heavily modified Institute weapons. They almost exclusively travel with other synths and often act as the final opponent in synth occupied areas.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth leader
00075342
Level
13
Perception
4
Hit Points
140
Damage Resistance
15
Energy Resistance
?
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
20
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (13 Damage)

Synth patroller

FO4 Synth Patroller.png

A step up from the synth strider and leader variants, the patroller is stronger and has better aim. They are usually seen in groups with other synths, such as synth striders or leaders, and are usually seen with Institute pistols or rifles.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth patroller
001A03F4
Level
21
Perception
6
Hit Points
265
Damage Resistance
18
Energy Resistance
5
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
32
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (15 Damage)

Synth seeker

FO4 Synth Seeker.jpg

A variant even stronger than the synth patroller. As with other synths, they can be found traveling in groups. Usually seen with the same weapons as the synth patroller.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth seeker
001A03F5
Level
29
Perception
4
Hit Points
300
Damage Resistance
23
Energy Resistance
5
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
42
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (15 Damage)

Synth trooper

FO4 Synth Trooper.jpg

Synth troopers are the standard Institute soldier and more aggressive than most of their counterparts. They usually spawn in weaker packs of synth striders or occasionally patrollers.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth trooper
001A03F6
Level
39
Perception
4
Hit Points
425
Damage Resistance
25
Energy Resistance
15
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
55
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (17 Damage)

Synth assaulter

FO4 Synth Assaulter.png

The synth assaulter is a mid-to-high level synth, that is the first variant to be equipped with synth heavy armor.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth assaulter
001A03F7
Level
49
Perception
4
Hit Points
500
Damage Resistance
35
Energy Resistance
25
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
70
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (18 Damage)

Synth stormer

FO4 Synth Stormer.jpg

The synth stormer is a high-level synth, often seen with other high-level variants of synths equipped with sturdy or heavy synth armor.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth stormer
001A03F8
Level
61
Perception
5
Hit Points
635
Damage Resistance
50
Energy Resistance
40
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
87
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (17 Damage)

Synth eradicator

FO4 Synth Eradicator.jpg

The synth eradicator is the second strongest variant of synth. Boasting strong weapons and armor, they are on par with Brotherhood knights.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Synth eradicator
001A03F9
Level
71+
Perception
6
Hit Points
760+
Damage Resistance
65
Energy Resistance
50
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
102
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (18 Damage)

Institute courser

X6-88.jpg

The courser is the strongest variant of synth, on par with the Brotherhood star-paladins, and possess a stealth boy along with strong weapons and high endurance. It can summon various synths through the teleporter grenades.

Name (Form ID)StatisticsBehaviorAbilitiesItems
Institute courser
001A03F9
Level
70+
Perception
8
Hit Points
1250+
Damage Resistance
150
Energy Resistance
150
Radiation Resistance
Immune
Poison Resistance
?
Experience Points
100
AI attributes
Very aggressiveIcon required.pngIcon required.pngIcon optional.png
AI attributes
FoolhardyIcon required.pngIcon required.pngIcon required.pngIcon required.png
AI attributes
Helps friendsIcon required.pngIcon required.png
Attack
Melee (18 Damage)

Bases

Notable synths

Fallout 3

Fallout 4

Notes

  • In Fallout 3, the synths are known as "androids." Records on Father's terminal give an explanation for the name change.
  • After a synth's destruction, one can observe their eyes still moving around, despite having been defeated. This seems to stop after decapitation.
  • Synth models as early as Nick Valentine and DiMA can smell.
  • Gen 1 and 2 synths are affected by the Troubleshooter's legendary prefix, but Gen 3 synths are affected by the Assassin's prefix.

Appearances

Synths appear in Fallout 3 and Fallout 4. The two synths encountered in Fallout 3, Armitage and Harkness, were ostensibly Generation 3 synths, and Generation 1 and 2 synths were not introduced until Fallout 4.

Behind the scenes

  • Bethesda designers took inspiration from vintage artificial prosthetic limbs in creating the model for the synth as it appears in Fallout 4, and saw creating a new version of the "classic android endoskeleton" as a fun challenge.[37]
  • The exact distinction between Gen 1 and Gen 2 synths is somewhat vague. In the game's files, there are three types of non-Generation 3 synths, not two. Some are unambiguously Gen 1 synths and spawn with a completely exposed mechanical skeleton and typically do not use armor, as seen in Kellogg's memories during Dangerous Minds. On the other hand, some are unambiguously Gen 2 synths and have intact "skin" which can only be damaged by crippling their limbs, expressive faces, and typically wear clothes, such as the synth requisition officer. In between these are synths with rigid plastic skin, which typically spawn at least partially damaged and can be blasted off by the player character even without crippling limbs, similar to other robots. The last group could represent Gen 2's that have begun to decay, but given the more rigid appearance of their skin, they appear to be an earlier model.
  • Synths share many similarities to the terminators from the Terminator film franchise. One is that the Generation 1 synths are nothing more than endoskeletons that loosely resemble a human skeleton, just like the majority of terminators created by SkyNet. The Generation 2 synths differ in that they possess artificial skin like the T-600 terminators shown in Terminator: Salvation. The Generation 3 synths were designed to look exactly like human beings so that they can infiltrate human settlements undetected, which is the exact purpose of the T-800 infiltrator seen in every Terminator film. Sometimes, when in combat with Gen 1 and Gen 2 synths, they will say to the player character "You must be terminated."
  • The Generation 3 synths are quite similar to the Replicants from Blade Runner, based on the novel Do Androids Dream of Electric Sheep? by Philip K. Dick, in that they are synthetic humans genetically engineered entirely out of organic substances and are virtually indistinguishable from real human beings. The author, Philip K. Dick, explored ideas of different types of conscious beings as equal with humanity, and the human reaction to these rival sentient beings.
  • Synths also allude to Star Trek's androids. Both have human variants such as Data and Gen-3 synths. There is controversy on what to call them, androids or synths, synths being short for synthetic humans. Both have controversy as to whether they are people or not, as Data, at one point, was threatened to be dissected and used to create more, saying he is not a person.

Gallery

Fallout 3

Fallout 4

References

  1. Fallout 4 loading screen hints: "Institute synths come in a variety of models, from the skeletal Gen 1 to the advanced Gen 3, which is indistinguishable from a human."
  2. The Institute terminal entries; Robotics terminal, Synth vs.Android
  3. The Institute terminal entries; SRB terminal, Infiltrator Unit: McDonough
  4. Fallout 4 loading screens: "Long ago, when the Institute created their first synths, they attempted to work peacefully with the people of the Commonwealth. Mutual mistrust ended that relationship quickly."
  5. 5.0 5.1 FEV research notes
  6. The Institute terminal entries; Terminal, Subject CM-153
  7. FEV research notes
  8. 8.0 8.1 The Sole Survivor: "Human synths? Really?"
    Shaun: "Human-like synths. A great distinction. 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."
    (Shaun's dialogue)
  9. Out of Time
  10. Implant update session No. 7‎
  11. Fear the Future?
  12. Director's recording 108
  13. Cut content The Institute terminal entries; Departmental Notices, Gen 1 phase-out
  14. Synth appearance
  15. First generation synths are commonly seen maintaining different subsystems of the Institute.
  16. Conrad Kellogg: "The first synths weren't all that impressive. I'm good, but I'm not that good. But the Institute could always make more, and kept making them better each time."
    (Kellogg's dialogue)
  17. Enrico Thompson: "Remember to keep unnecessary power consumption to a minimum. Don't recharge unless your primary levels are below two percent. Also, if you haven't patched your navigation software, do so after this meeting. The last thing we need is more synths bumping into walls. Alright, that's all for now. You can resume your duties."
    (Enrico Thompson's dialogue) Note: Enrico Thompson is seen briefing three first gens on operations they need to perform during the player's first visit there.
  18. 18.0 18.1 The Institute terminal entries; Robotics terminal, Maintenance Requests
  19. The Sole Survivor: "So you think this Institute is responsible?"
    Nick Valentine: "Well, they're the boogeyman of the Commonwealth. Something goes wrong, everyone blames them. Easy to see why. Those early model synths of theirs strip whole towns for parts, killing everything in their way. Then you got the newer models, good as human, that infiltrate cities and pull strings from the shadows. Worst of all, no one knows why they do it, what their plan is, or where they are. Not even me, and I'm a synth myself. A discarded prototype, anyway."
    (Nick Valentine's dialogue)
  20. The Sole Survivor: "What's the Institute do that's got everyone so scared?"
    Nat Wright: "The Institute has been making them for years. The old ones are sort of human-looking, but you can tell they're robots. You see a bunch of them out there in the Commonwealth. I heard they murder whole towns and carry what's left to who knows where. But the real danger is in the newer models. Synths with real flesh and blood and guts and everything."
    (Nat Wright's dialogue)
  21. The Sole Survivor: "You're afraid of the Institute? Who are they?"
    Moe Cronin:"Hell if I know. One day someone's human, next day they're a synth. And no one can tell the difference. Not until they kill someone for no reason. It was bad enough when the older, robot-looking Synths would occasionally grind a town down to pulp and haul off what was left. University Point was the last loser in that game. Nothing there but Synths now."
    (Moe Cronin's dialogue)
  22. Institute scientist: "Almost done. Just need to tighten up this primary drive servo."
    Allie Filmore: "That's the third primary drive breakdown this month. As far as I'm concerned, the phase-out on these older models can't come soon enough."
    Institute scientist: "Oh, I don't know. Most of them have lasted long past their projected lifespans."
    Allie Filmore: "I can't argue with that. Even so, I'm ready to see the full gen-3 rollout."
    (Allie Filmore's dialogue)
  23. The Institute terminal entries; Terminal, 2287.2.10
  24. The Institute terminal entries; Terminal, 2277.7.10
  25. The Institute terminal entries; Terminal, 2286.4.10
  26. The Lone Wanderer: "The android is dead. See, here's an internal component. <Lie.>"
    Zimmer: "What? Let me see that! This is a Neuro-Servo... Unique to the A3-21... I... And you say you got this from his corpse? I suppose there's no other way you could have obtained it. Well... damn it. I was afraid this would happen, out here in this, this... Wasteland. Well. Here's 50 caps for your troubles. Try to buy yourself an education out here in this hell. Good day."
    (Zimmer's dialogue)
  27. The Sole Survivor: "How do they make synths?"
    Glory: "Damned if I know. The machines are... massive. Complicated. Not like anything I've seen out here. No matter what Dez and others say, synths ain't human. We're assembled bone by bone. Muscle by muscle. I've seen it. I'm gonna hit the range. I need to shoot something. Now."
    (Glory's dialogue)
  28. The Sole Survivor: "What makes them superior?"
    Max Loken: "The list of improvements is exhaustive. I can talk for an hour and still not cover all of it. Imagine what you could accomplish if you could live without fear of hunger or disease. Imagine what you could create if you could use every waking moment of your life as you saw fit, with no need of sleep? Like I said, a momentous time."
    (Max Loken's dialogue)
  29. Curie: "All of these bodily functions. How do you keep track of them all? I am hungry, I am sleepy. The list goes on."
    (Curie's dialogue)
  30. 30.0 30.1 The Institute terminal entries; Binet quarters terminal, Fancy Lads Snack Cakes
  31. Enrico Thompson: "What's wrong? You look upset"
    Janet Thompson: "Nothing... I saw the synth Shaun today. There's something about him that just makes me sad."
    Enrico Thompson: "Why? He's not perfect, but he's a remarkable step forward for the program. You all did an amazing job."
    Janet Thompson "No I know, but I can't stop thinking about him. He's supposed to be an exact replica of a child but that's all he'll ever be. It feels wrong."
    Enrico Thompson: "I don't understand what the issue is. He is as real as any child I've ever seen."
    Janet Thompson: "That! We gave him every capability of a real child, except a future. He'll never age, he'll never be allowed to grow up or have a family of his own."
    Enrico Thompson: "So you're worried about what will happen to him?"
    Janet Thompson: "He'll be a child forever...Sometimes I feel we have no right to do the things we do, just because we can is not a reason. I think we made a mistake."
    Enrico Thompson: "Janet, don't say things like that. Someone might not understand, and take it the wrong way."
    (Enrico Thompson and Janet Thompson's dialogue)
  32. Synth: "Whoever, or whatever you are, I know you are out there."
    (Generic synths' dialogue)
  33. Synth: "Appears to be nothing. Perhaps my sensors need calibration."
    (Generic synths' dialogue)
  34. Synth: "The sensitivity of my sensors clearly needs adjustment."
    (Generic synths' dialogue)
  35. Synth: "Odd. My scanners must be malfunctioning."
    (Generic synths' dialogue)
  36. The Sole Survivor: "What can you tell me about the Gen 1s and 2s?"
    Deacon: "Everyone wants to liberate the Gen 3s. The human looking synths. Some of the synths in the Railroad, like Glory, think we should help earlier models, too. But Gen 1s are basically the same as, well, a Protectron. So the line gets muddy. Do we defend AI rights? Terminals? Hell, turrets? Any time it gets brought up: fireworks. All the old arguments flare up. The upshot is Glory and some others won't run missions like this."
    (Deacon's dialogue)
  37. The Art of Fallout 4, p. 211: "SYNTH
    Coming up with a fresh take on the classic android endoskeleton was a fun challenge. We looked at vintage artificial prosthetic limbs for inspiration."
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