“The Syringer is a rare, custom-made weapon that can shoot modified medical syringes at an enemy, who then suffers the effects of whatever chemical is in the syringe.”— Fallout 4 loading screens
The syringer is a weapon in Fallout 4.
Characteristics[]
The syringer is a weapon that uses air pressure to propel custom-made syringes at a target. Rather than dealing direct damage, the Syringer is used to weaken the target with various effects. This weapon supports a wide variety of injectable ammo, all of which can be crafted at chemistry stations.
The syringer does not benefit from Quick Hands, Rifleman, Mister Sandman, Bloody Mess, or Ninja, but Sniper 1 and 3 both work.
Types of ammo[]
This section is transcluded from Syringer ammo (Fallout 4). To change it, please edit the transcluded page.
Name | Effect | Duration (Sec) | Recipe Requirements | Form ID | |||||
---|---|---|---|---|---|---|---|---|---|
Other | Glass | Steel | |||||||
Berserk syringe | Chance to frenzy target for 2 minutes. | 50 | 0.1 | Unknown, but at least partially level-dependent; targets of level 21+ appear to be immune (0% chance). | 120 | Anti freeze bottle x1, bourbon x1, dirty water x1 | 0 | 1 | 00058AE9 |
Bleed out syringe | Does 30 damage over the duration (3/sec). | 17 | 100 | 10 | Fiberglass x1, oil x1 | 0 | 1 | 00058AEB | |
Bloatfly larva syringe | Chance on death for target to spawn a Bloatfly. | 10 | 10 | 30 | Bloatfly gland x1, Psycho x1 | 1 | 0 | 00058AEA | |
Endangerol syringe | Reduces target's damage resistance by 25% for 2 minutes. | 60 | 100 | 120 | Acid x1, Med-X x1, pencil x1 | 1 | 0 | 00058AF2 | |
Lock Joint syringe | Chance to paralyze target for 10 seconds. | 40 | Unknown. | 10 | Dirty water x1, lead x1, stingwing barb x1, tarberry x2 | 0 | 1 | 00058AF4 | |
Mind Cloud syringe | Target believes you have vanished and has a reduced chance to detect you for 30 seconds. Even while aware of you, all of your attacks against the target count as sneak attacks. | 73 | 100 | 30 | Abraxo cleaner x1, asbestos x2, purified water x1 | 1 | 0 | 00058AF5 | |
Pax syringe | Chance to make the target non-violent for 30 seconds. | 39 | Unknown, but appears to be 100 unless the target is a robot (i.e. Gen 1 and 2 synths included, but Gen 3 synths aren't immune). | 30 | Mutfruit x2, Nuka-Cola x1 | 0 | 1 | 00058AF7 | |
Radscorpion venom syringe | Does 40 damage over the duration (4/sec). | 65 | 100 | 10 | radscorpion stinger x1 | 1 | 1 | 00058B0C | |
Yellow Belly syringe | Chance on hit to cause target to flee for 30 seconds. | 55 | 95 | 30 | Anti freeze bottle x1, fertilizer x1 | 1 | 2 | 00058B0E |
- Recipe Notes:
- Abraxo cleaner recipes will not work with the undamaged or industrial grade variants, even though they are otherwise identical and strictly better, respectively. The opportunity cost for abraxo is 1 Acid + 2 Antiseptic + 1 Fiberglass.
- Anti freeze bottle recipes will not work with Suprathaw antifreeze (even though it's the same thing but with more in it) and have an opportunity cost of 2 Acid + 2 Plastic.
Weapon modifications[]
- Barrel
- Stock
- Sights
Locations[]
- Slim, a ghoul chem dealer near the D.B. Technical High School will sell this.
- Reward for completion of the quest Hole in the Wall, given by Dr. Jacob Forsythe after Austin has been given the cure.
- Basement of the Greater Mass blood clinic.
- Inside the Advanced locked room of the Milton General Hospital on the second floor.
- In the Mass Bay medical center, near the Chemistry Station.
- Inside the locked room of Sandy Coves Convalescent Home to the left of the reception desk.
- On top of a steamer trunk in the operating theater in Medford Memorial Hospital.
- One found inside Kendall Hospital in upper area accessed via elevator, leaning to the wall near a yellow explosive crate and red barrel.
- Can be bought from Doctor Sun in Diamond City.
- Parsons State Insane Asylum in the last room on the left at the end of the block of cells in the basement (before reaching Lorenzo by dropping down through a square hole full of exposed rebar in the floor).
- In Plumber's Secret, a nondescript two story building in a somewhat concealed location northeast of Kendall Hospital at the edge of Cambridge. In the larger of the two rooms, there is a trail of plungers going up the wall and across the ceiling to the middle, where the trail stops. Beneath the boards where the trail stops the rifle and a caps stash are slightly visible, and they will fall to the floor if you shoot the boards down.
- In a small building along the east-west road north of Vault 81, in the (Novice-locked) back room, on a shelf next to the door.
- Dylan's note leads to a grave which can be excavated using a shovel. The Syringer can be found inside a crate after excavating the grave.