FANDOM


 
Gametitle-FO3Gametitle-FO4Gametitle-FO4 FHGametitle-FWW
Gametitle-FO3Gametitle-FO4Gametitle-FO4 FHGametitle-FWW
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

Synths, short for synthetic humanoids, are synthetic intelligence units designed by the Institute to look, function and behave like humans. They are sometimes also called androids or artificial humans. They are found in the Capital Wasteland in 2277 and in the Commonwealth and the Island in 2287.

NomenclatureEdit

See also: Synth designation

Both android and synth are technically correct terms, used interchangeably by the Institute to refer to its creation. The former term has been deprecated at Shaun's insistence, following the introduction of third generation models.[1]

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 letters. The precise system governing designations is unknown. The M prefix identifies a known infiltrator synth (M7-62)[2] and a synth that infiltrated the structures of the Brotherhood of Steel (M7-97). The only known constant is that X designates a Courser (though there's one with a Z prefix and another with an A).[3]

BackgroundEdit

Synths have been manufactured by the Institute for decades, with the precise date when the first generation synths were fielded to the Commonwealth remains unknown; however, it was at a time when the Institute had not yet become the bogeyman of the 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 relationship between the two entities 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.

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 mechanical units relegated solely to surface duties.[13]

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 generationEdit

Fo4 1st Gen Synths

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 generationEdit

Fo4 2ndGen Synths

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 generationEdit

Main article: Generation 3 synth
Fo4 Courser

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 a variety a of synths of varying races and appearances despite the base DNA coming from only one source. They are the result of nearly five decades of research, from 2178 to 2227.[5][8][23][24][25]

Third generation synthetics represent the pinnacle of synth technology, being virtually indistinguishable from natural-born humans 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.

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.[26] Other reasons include the fact that synths do not require sleep at all to function properly, are completely immune to disease and don't require the intake of food or water to generate energy for their bodies certainly contribute.[27]

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, nor can they gain or lose weight.

Views on synthsEdit

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 human is an abomination of technology.

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" and will comment that their systems may be in need of recalibration if they lose track of a target. 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.

CharacteristicsEdit

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 attributesEdit

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.

VariantsEdit

SynthEdit

FO4 Synth

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

Name (Base ID)StatisticsBehaviorAbilitiesItems
Synth
00066644
Icon level
10
Icon eye
4
Icon heart
50
Icon shield silver
16
Icon electrical
24
Icon radiation
50
Icon poison
?
Icon XP
20
Icon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Icon confidence
Brave: Will avoid/flee from threats only if severely outmatched.Icon requiredIcon requiredIcon requiredIcon optional
Icon group
Helps allies: Will help allies.Icon requiredIcon optional
Icon attack
Melee (5 Icon damage)

Synth striderEdit

FO4 Synth Strider

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 (Base ID)StatisticsBehaviorAbilitiesItems
Synth strider
0009318c
Icon level
13
Icon eye
4
Icon heart
140
Icon shield silver
15
Icon electrical
5
Icon radiation
Immune
Icon poison
?
Icon XP
20
Icon fist
Aggressive: Will attack enemies on sight.Icon requiredIcon optionalIcon optional
Icon confidence
Brave: Will avoid/flee from threats only if severely outmatched.Icon requiredIcon requiredIcon requiredIcon optional
Icon group
Helps allies: Will help allies.Icon requiredIcon optional
Icon attack
Melee (8 Icon damage)

Synth leaderEdit

FO4 Synth Leader

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 (Base ID)StatisticsBehaviorAbilitiesItems
Synth leader
00075342
Icon level
13
Icon eye
4
Icon heart
140
Icon shield silver
15
Icon electrical
?
Icon radiation
Immune
Icon poison
?
Icon XP
20
Icon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Icon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Icon group
Helps friends: Will help friends and allies.Icon requiredIcon required
Icon attack
Melee (13 Icon damage)

Synth patrollerEdit

FO4 Synth Patroller

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 (Base ID)StatisticsBehaviorAbilitiesItems
Synth patroller
001a03f4
Icon level
21
Icon eye
6
Icon heart
265
Icon shield silver
18
Icon electrical
5
Icon radiation
Immune
Icon poison
?
Icon XP
32
Icon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Icon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Icon group
Helps friends: Will help friends and allies.Icon requiredIcon required
Icon attack
Melee (15 Icon damage)

Synth seekerEdit

FO4 Synth Seeker

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 (Base ID)StatisticsBehaviorAbilitiesItems
Synth seeker
001a03f5
Icon level
29
Icon eye
4
Icon heart
300
Icon shield silver
23
Icon electrical
5
Icon radiation
Immune
Icon poison
?
Icon XP
42
Icon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Icon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Icon group
Helps friends: Will help friends and allies.Icon requiredIcon required
Icon attack
Melee (15 Icon damage)

Synth trooperEdit

FO4 Synth Trooper

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 (Base ID)StatisticsBehaviorAbilitiesItems
Synth trooper
001a03f6
Icon level
39
Icon eye
4
Icon heart
425
Icon shield silver
25
Icon electrical
15
Icon radiation
Immune
Icon poison
?
Icon XP
55
Icon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Icon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Icon group
Helps friends: Will help friends and allies.Icon requiredIcon required
Icon attack
Melee (17 Icon damage)

Synth assaulterEdit

FO4 Synth Assaulter

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

Name (Base ID)StatisticsBehaviorAbilitiesItems
Synth assaulter
001a03f7
Icon level
49
Icon eye
4
Icon heart
500
Icon shield silver
35
Icon electrical
25
Icon radiation
Immune
Icon poison
?
Icon XP
70
Icon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Icon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Icon group
Helps friends: Will help friends and allies.Icon requiredIcon required
Icon attack
Melee (18 Icon damage)

Synth stormerEdit

FO4 Synth Stormer

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 (Base ID)StatisticsBehaviorAbilitiesItems
Synth stormer
001a03f8
Icon level
61
Icon eye
5
Icon heart
635
Icon shield silver
50
Icon electrical
40
Icon radiation
Immune
Icon poison
?
Icon XP
87
Icon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Icon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Icon group
Helps friends: Will help friends and allies.Icon requiredIcon required
Icon attack
Melee (17 Icon damage)

Synth eradicatorEdit

FO4 Synth Eradicator

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

Name (Base ID)StatisticsBehaviorAbilitiesItems
Synth eradicator
001a03f9
Icon level
71+
Icon eye
6
Icon heart
760+
Icon shield silver
65
Icon electrical
50
Icon radiation
Immune
Icon poison
?
Icon XP
102
Icon fist
Very aggressive: Will attack enemies and neutrals on sight.Icon requiredIcon requiredIcon optional
Icon confidence
Foolhardy: Will never flee or avoid anyone.Icon requiredIcon requiredIcon requiredIcon required
Icon group
Helps friends: Will help friends and allies.Icon requiredIcon required
Icon attack
Melee (18 Icon damage)

BasesEdit

Notable synthsEdit

Fallout 3Edit

Fallout 4Edit

NotesEdit

  • 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.

AppearancesEdit

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 scenesEdit

  • Synths share many similarities with 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." Finally, the biggest similarity is that both the Fallout and Terminator franchises depict a post-apocalyptic America destroyed by nuclear war.
  • 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. This is one of many Blade Runner references throughout the game. In fact, the surname "Deckard," if used in some way as part of the player character's name, is one of the names that Codsworth is capable of saying. This is a reference to Rick Deckard from the film. In addition, the test required to enter Covenant measures psychological response to random questions, very similar to the Voight-Kampff test that Blade Runners give suspected Replicants.
  • The hunting of rogue synths somewhat references the movie Artificial Intelligence. The movie depicts a futuristic America where androids are used as servants for various jobs, but they commonly gain self-awareness and run away only to be hunted down and destroyed.
  • The exact distinction between Gen 1 and Gen 2 synths is a little vague. In the games 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. It could be that Gen 1 synths may have been built with plastic casings that often degraded over time and some units simply have none left.
  • Gen 2 synths bear similarities to the NS-5 robots from the film I, Robot.
  • Synths may be based on 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. Synths have the Railroad and East Coast Brotherhood of Steel, and they both have someone they call Father, for Data it is the scientist who created him and Lore. For the synths, it is Shaun, who was essential in creating 3rd Gens.

GalleryEdit

Fallout 3Edit

Fallout 4Edit

ReferencesEdit

  1. The Institute terminals; Robotics Terminal, Synth vs.Android: "As production of our gen-3 synths continues apace, I would like to take this opportunity to formalize our categorization.
    The term android has been used interchangeably with synth for as long as the Institute has existed. And though some of our older residents may actually prefer android (Dr. Zimmer being a prime example), the term synth has always been more widely used.
    Today, our third generation creations are truly synthetic beings, so the designation synth seems more appropriate than ever.
    From here on in, I strongly prefer all official Institute records and correspondences use the term synth or synths. Let us remember our past, and appreciate the legacy of the android. But let us live for the future, and recognize the power of the synth.
    - Father"
  2. The Institute terminals; SRB Terminal, Infiltrator Unit: McDonough: "I'm starting to wonder if M7-62 (the Infiltrator unit "McDonough") hasn't begun to outlive its usefulness. Assuming the identity of Diamond City's mayor has provided us with invaluable intelligence over the years, but suspicions have only continued to mount. This latest incident - the publication of that newspaper article specifically calling McDonough's humanity into question - might just be the tipping point.
    I've spoken with Ayo, and we both agree - if the situation does become untenable, reclamation seems unfeasible. M7-62 was specifically engineered to mimic the actual human McDonough. As such, the unit's synthetic biology is that of someone overweight and grossly out of shape. A mem wipe would kill any psychological weaknesses attributed to self-perceived old age, but that body? Lost cause.
    The real irony here is that M7-62, in one of its dispatches back to the Institute, requested a future posting in the Coursers, citing loyalty and years of surface. And that request alone was evidence of enough self-awareness and independence to completely eliminate him from contention. Never mind the fact that he wouldn't even fit into the uniform.
    Determination: When and if M7-62's identity is eventually compromised, the unit is effectively decommissioned in-field. No reclamation. No Institute assistance. Given its relative age and physical condition (not to mention the danger inherent in an Infiltrator unit's discovery), further lifespan estimated at two weeks maximum.
    - Secord"
  3. See synth designation for details.
  4. Fallout 4 loading screen hints: "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 terminals; Terminal, Subject CM-153: "Baseline: Male, early 30s. Moderate overall health.
    Post-submersion results: Physical condition consistent with standard results. Mental acuity charting slightly higher than average.
    Subject Status: TAGGED, DISCARDED"
  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. Icon cut The Institute terminals; Gen 1 phase-out: "Per Father's plans as discussed at the recent Directorate meeting, we will soon begin to phase out our Gen 1 synth units within the Institute, with the intention of relegating all remaining units to surface duties only.
    Our first generation synths have served admirably and exceeded their design specifications in virtually every category, but the remarkable breakthroughs in synth design and production that have led to our latest, more aesthetically-pleasing models herald a time for change.
    Over the next several years, we expect to replace all Gen 1 units with Gen 3 units, and in time, we will enact a similar plan with the Gen 2 units as well.
    As we look toward the future, let us also honor the memories of those whose hard work and innovation made the synths possible, and let us never forget the singular vision that challenged our forebears and that drives us today: Mankind - Redefined.
    - Dr. Alan Binet" Icon cut
  14. Synth appearance
  15. First generation synths are commonly seen maintaining different subsystems of the Institute.
  16. Kellogg's dialogue: "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."
  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 terminals; Robotics Terminal, Maintenance Requests: "Submitted By: Oberly.N
    "Found unit J2-84 cleaning board room. For the third day in a row. I don't think this unit has ever actually LEFT the board room" [Navigation software patched, unit returned to service]
    Submitted By Ayo.J
    "Unit X4-72 complaining of blurred vision in right eye." [Unable to correct w/o permanent damage, unit wiped and reassigned to Facilities division]
    Submitted By Filmore.A
    " Primary drive breakdown on B3-47. Third unit this month! Can we please look into this?" [Technician dispatched]
    Submitted By Thompson.E
    "Looks like latest navigation software update has some issues. Found two Gen 1s trying to walk through walls." [Pathfinding software updated, all Gen 1 units will require patch. Facilities notified.]
    Submitted By Binet.L
    "Hey dad. Eve is having trouble speaking today. Lot of stuttering. Can you please look into it?" [Identified rare looping issue in speech subroutines, corrected and patched]"
  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?"
    Natalie 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."
    (Natalie 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."
    (AllieFilmore.txt)
  23. The Institute terminals; Terminal, 2287.2.10: "Entered By: Virgil.B
    Notes:
    Nothing new. Always the same. Have entered formal complaint with Directorate; these tests are not bringing in any valuable information. The organics project was spun off decades ago. Why do we insist on continuing this?"
  24. The Institute terminals; Terminal, 2277.7.10: "Entered By: Syverson.C
    Notes:
    Latest round of testing complete. Results are all within expected parameters. Informed Dr. Zimmer directly, as he had ordered the tests personally. He seemed annoyed with the results; unsure what he was looking for. He declined to specify why he wanted the tests run to begin with."
  25. The Institute terminals; Terminal, 2286.4.10: "Entered by: Virgil.B
    Notes:
    I have officially assumed the lead role on the project after Dr. Syverson's passing.
    Latest round of subjects show results similar to previous test runs over last 5 years. No statistical deviation noted."
    Synthetic organics continue to perform well; the necessity of further tests is unexplained."
  26. 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)
  27. 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)
Community content is available under CC-BY-SA unless otherwise noted.