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{{Infobox faction
 
{{Infobox faction
|games = FO3, FO4
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|games =FO3, FO4, FO4FH, FBG
|image = Icon Railroad HQ.png
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|image =FO4_Railroad_flag.png
|image desc =
+
|image desc =
|headquarters = [[Old North Church]]<br/>([[The Commonwealth]]) {{icon|FO4|link=Fallout 4}}
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|headquarters =[[Old North Church]] {{Icon|FO4|link=Fallout 4}}
|locations = [[Railroad HQ]] {{icon|FO4}}<br />[[The Switchboard]]<br/>([[The Commonwealth]]) {{icon|FO4|link=Fallout 4}}<br/>[[Mercer Safehouse]] ([[The Commonwealth]])<br/>[[Rivet City]]<br />([[Capital Wasteland]]) {{icon|FO3|link=Fallout 3}}
+
|locations =[[The Commonwealth]] {{Icon|FO4|link=Fallout 4}}<br />
  +
:[[Railroad HQ]]
|leader = [[Desdemona]] {{icon|FO4|link=Fallout 4}}
 
  +
:[[The Switchboard]]
|members = [[Deacon]] {{icon|FO4|link=Fallout 4}}<br>[[Carrington]] {{icon|FO4|link=Fallout 4}}<br />[[Drummer Boy]] {{icon|FO4|link=Fallout 4}}<br />[[Glory]] {{icon|FO4|link=Fallout 4}}<br />[[P.A.M.]] {{icon|FO4|link=Fallout 4}}<br />[[Tinker Tom]] {{icon|FO4|link=Fallout 4}}<br />[[Victoria Watts]] {{icon|FO3|link=Fallout 3}}
 
  +
:[[Mercer Safehouse]]
}}{{Games|FO3|FO4}}
 
  +
<hr />[[Capital Wasteland]] {{Icon|FO3|link=Fallout 3}}<br />
  +
:[[Rivet City]]
  +
|related =[[Abolitionists]]
  +
|leader =[[Agamemnon]] (Before Wyatt)<br />[[Wyatt]] (2266 - 2273)<br />[[Pinky Thompson]] (2273 - 2277)<br />[[Desdemona]] {{Icon|FO4|link=Fallout 4}} (2277 - current)
  +
|members =[[Stanley Carrington|Doctor Carrington]] {{Icon|FO4|link=Fallout 4}}<br />[[Tinker Tom]] {{Icon|FO4|link=Fallout 4}}<br />[[Deacon]] {{Icon|FO4|link=Fallout 4}}<br />[[Glory]] {{Icon|FO4|link=Fallout 4}}<br />[[Drummer Boy]] {{Icon|FO4|link=Fallout 4}}<br />[[Predictive Analytic Machine|P.A.M.]] {{Icon|FO4|link=Fallout 4}}<br />[[Victoria Watts]] {{Icon|FO3|link=Fallout 3}}<br />[[Herbert Dashwood]] {{Icon|FO3|link=Fallout 3}}<br />[[Tulip]] {{Icon|FO3|link=Fallout 3}}<br />[[Clifford|Father Clifford]] {{Icon|FO3|link=Fallout 3}}<br />[[Manya Vargas]] {{Icon|FO3|link=Fallout 3}}<br />[[Lone Wanderer]] (optional)<br />[[Sole Survivor]] (optional)
  +
|baseid ={{ID|00994f6}}
 
}}{{Games|FO3|FO4|FO4FH}}
   
{{Quotation|In a world full of suspicion, treachery and hunters - we're the [[Synth|synths']] only friends. We're the Railroad.|[[Desdemona]]}}
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{{Quotation|In a world full of suspicion, treachery and hunters - we're the [[synth]]s' only friends. We're the Railroad.|[[Desdemona]]|sound=Desdemona_Dialogue_We'reTheRailroad.ogg}}
   
'''The Railroad''' is an underground movement with a primary aim of freeing sentient [[Synth|Synths]] from their creators at [[the Institute]].
+
'''The Railroad''' is an underground movement with a primary aim of freeing sentient synths from their creators at [[the Institute]].
   
==''Background''==
+
==Background==
===''Fallout 3''===
+
===Origins===
  +
While the exact origins of the Railroad are unclear and deeply shrouded in mystery, it can be determined that the organization has been in existence since the creation of the first successful Generation-3 [[synth]]s by [[Institute scientist]]s around the [[Timeline#2220|2220s]].<ref>[[The Synthetic Truth]]</ref> Following the public's discovery of the synths during the [[Broken Mask incident]] in [[Diamond City]] in [[Timeline#2229|2229]], the question if they deserve the same rights as natural [[human]]s became a major subject of debate, with frequent bickering between opposing sides. Many people believed that the Institute's synths were mere machines; just another model of advanced [[Fallout 4 robots and computers|robot]]. Paranoia began to develop as local residents' loved ones vanished overnight and were replaced with artificial clones that eventually malfunctioned and went berserk, as with the case with [[Carter (Fallout 4)|Mr. Carter]]. Others, however felt that synths deserved to be free, having being treated as slaves by their creators at the Institute. This is a point that makes some convinced that the synths are worthy of saving. It was from these ideals that the earliest possible incarnation of the Railroad would emerge.<ref>[[Desdemona.txt]] - "In a world full of suspicion, treachery, and hunters - we're the synths' only friends. We're the Railroad."</ref>
{{main|The Replicated Man}}
 
There is little available information about either the Railroad or the Institute, but the [[Lone Wanderer]] becomes involved in their conflict during the quest [[The Replicated Man]] in [[Rivet City]], where a scientist named [[Zimmer|Dr. Zimmer]] requests aid in capturing a runaway android, and Railroad agent [[Victoria Watts]] pleads with the character to take pity on the android and fake its/his death.
 
   
  +
===Wyatt's efforts to rebuild===
The Railroad's methods for aiding in escape can be extreme, going so far as to find doctors to perform full facial reconstruction on escapees. They are known to operate in the [[Capital Wasteland]] and at least as far north as [[the Commonwealth]].
 
  +
It is in evidence that the Railroad has been beaten down and reborn many times over the years, however its clandestine nature has ensured the group's survival in the long run. The earliest known incarnation of the Railroad, lead by [[Agamemnon]], was shut down in November [[Timeline#2266|2266]], when the Institute's military raided their headquarters. [[Wyatt]] took the responsibility of rebuilding the organization from the ground up, after many of the members left following the HQ massacre. A runner named [[John D.]] was the sole survivor. In order to keep the Railroad alive, Wyatt concluded that the location of the new headquarters had to be kept hidden upon its discovery, learning from the mistakes of his predecessor.<ref>[[Railroad HQ terminal entries]] - "Gathered surviving runners, held an election. I lost, or won, depending on how you look at it. After the HQ massacre, most people simply left the Railroad. Only one person survived HQ, a runner named John D. He called out for volunteers to get some of the old files. No one stepped forward. My job is to rebuild the Railroad from scratch. I think where Agamemnon went wrong, is that HQ was known by too many people. I'm theorizing here, but once the Institute hit a safehouse and leaned on anyone the HQ would be easy to find. But how could Agamemnon know just how deadly those damned Coursers are? Current count: 13. 0 synths. How the hell do we rebuild from here?"</ref>
  +
  +
It was from the remnants of this incarnation of the Railroad that the faction as it is known today came to be. By Feburary of [[Timeline#2267|2267]], the revived Railroad, under the leadership of Wyatt, managed to get its first synth out of [[the Commonwealth]]. Under the advice of John D., Wyatt improved the organization's operational security by introducing multiple reforms to the Railroad's infrastructure. One of them was a clear hierarchy of gradually ascending power; a pyramid structure with independent tourists and sympathizers on the bottom, safehouse operators and runners next in line, field agents second-to-last and finally HQ members on the top.<ref>[[Railroad HQ terminal entries]] - "John D has been finding tourists at a pretty good clip. But he keeps their identities to himself. Operational security he calls it. It makes me grind my teeth, but he's probably right. I think our whole organization needs to be more like a pyramid. A broad base of tourists that help out, mainly with information. Then the runners and safehouse owners in the middle. Then agents. Then HQ on top of that.</ref> Furthermore, a dead drop system was established to create a more robust and secure method of communication between agents, safehouses and HQ.<ref>[[Railroad HQ]]- "A whole work crew of synths escaped together. Five synths at once. We're scrambling to keep them hidden. Coursers have been spotted looking for them. They found one of our safehouses, but no one there knew where our HQ is. John developed a dead drop system we've been using."</ref>
  +
  +
===Under the leadership of Pinky Thompson===
  +
In a period when the Railroad was once again experiencing dark times, [[Pinky Thompson]] succeeded Wyatt's role as leader in December [[Timeline#2273|2273]], after he lost his life during a raid on the faction's current headquarters at the time. With the aid of [[Deacon]], most of the survivors were able to make it out alive. After setting up shop at a new location, Pinky passed a new decree to tighten security at HQ, only giving heavies clearance to leave and ensuring that the organization moves to relay all packages out of the region as quick as possible.<ref>[[Railroad HQ terminal entries]] - "I just found Wyatt's journal. For whoever runs this outfit in the future, I figure you should know how we messed up. We were running the Workgroup Five out of the CW when Coursers found our HQ. Total shitstorm. Deacon (that's what he's calling himself now) had an escape route planned, and most of the survivors owe him their life. Wyatt didn't make it past the first hail of bullets. Something everyone should know: if one safehouse goes down assume that all Hell's coming for your ass, because it probably is. Always, always, ALWAYS assume the Institute has resources beyond what we can imagine.
  +
From now on only the heavies leave HQ. And we got to move our packages fast. This slow crap hurts more than it helps."</ref> Thompson also recommended that all fugitive synths remain in custody of the Railroad until they are beyond the borders of the Commonwealth, following the assault on a homestead near [[Parsons State Insane Asylum]] by [[courser]]s, which resulted in the loss of a synth codenamed Lambda 8 and her spouse.<ref>[[Railroad HQ terminal entries]] - "Lesson: move all packages outside the Commonwealth. Lamda 8 homesteaded off Parsons. She got married to a farmer. Coursers found her and it got bloody. Lost Lamda 8. Her wife almost bit the bucket, too."</ref>
  +
  +
When he received intel that a courser and a few other Institute operatives were on a mission taking them beyond the Commonwealth, Pinky assigned one of his agents, [[Victoria Watts]], to shadow them on their trek south.<ref>[[Railroad HQ terminal entries]] - Courser spotted heading south (with company). Watts volunteered to track them."</ref> She later settled down in the [[Capital Wasteland]] and rented an apartment in [[Rivet City]] to lie low while protecting the identity of a runaway, [[Harkness]], aka A3-21. Having risen up the ranks of the local [[Rivet City security|security force]] to become their commander, Harkness was at greater risk of being tracked down and reclaimed by the [[Synth Retention Bureau]]. The arrival of the bureau's head, [[Zimmer|Dr. Zimmer]], and his synth escort [[Armitage]], made the possibility of this threat more likely. It was then imperative that agent Watts was to remain in the area to serve as a bodyguard for Harkness.
  +
  +
In September [[Timeline#2276|2276]], Pinky's leadership started to come under pressure after the loss of another safehouse, Trinity.<ref>[[Railroad HQ terminal entries]] - "Desdemona is a real pain in the ass. Keeps harping on every little damned thing. Worse than Deacon and Carrington combined. We lost a safehouse and went to ground. SOP. Desdemona says I'm being sloppy. I'm getting sick and tired of leading these misfits."</ref> He later resigned from office and was succeeded by [[Desdemona]], who won against [[Stanley Carrington|Dr. Carrington]] in the election. The doctor became Dez's right-hand man.<ref>[[Railroad HQ terminal entries]] - "After we lost Trinity, Pinky Thompson stepped down. It took some persuasion. We held a vote on who should run the Railroad. It came down to me and Carrington. Might be a problem there."</ref>
  +
  +
===The Switchboard and P.A.M.===
  +
Immediately after Desdemona took office, the Railroad began to take a big step forward. The new leadership put focus on the fundamentals; operational security, lookouts, compartmentalization, and counterintelligence, analyzing and making improvements where Pinky went wrong.<ref>[[Railroad HQ terminal entries]] - "We're going to hit the fundamentals: operational security. Look outs, counter-intelligence, and compartmentalization. We need to reduce the response time to find a new synth runner."</ref> [[Timeline#2279|2279]] saw the arrival of [[Tinker Tom|Thomas Weatherby]] to HQ. Adopting the moniker "Tinker Tom," Weatherby, a highly intelligent individual, designed new weapons and other useful technologies for the Railroad as part of a complete rearmament program. Desdemona and her aides also made improvements to the dead drop network and introduced the railsign system to allow agents to covertly mark cache, safehouse, and dead drop locations, as well as the presence of allies and potential dangers. Simply put, it was like Christmas for the organization. No coursers were on the radar during the year.<ref>[[Railroad HQ terminal entries]] - "Added a new member to core HQ. Thomas Weatherby. An Institute grenade did a number on his family farm. He's rattled but very, very smart. Hoping he can arm us with something better than pipe pistols. Organization grown. Devised rail signs and improvements to dead drops. No Coursers spotted all year. Merry Christmas."</ref>
  +
  +
In [[Timeline#2280|2280]], [[Glory]], unit designation G7-81, a recently-liberated synth, opted out of the memory wipe and joined the Railroad under the leadership of Desdemona. She was promoted to heavy the same year.<ref>[[Railroad HQ terminal entries]] - "
  +
One of our rescues, G7-81, took a strange turn. Most synths are traumatized and go through the procedure with Doc A. G7 opted out. Begged to join. Did some crazy stunts with High Rise at Ticon. Called her into the HQ. Promoted "Glory" to heavy. She's well suited for the role (perhaps too much so)."</ref>
  +
  +
The Railroad's current success streak ended in [[Timeline#2281|2281]], when coursers discovered and razed another homestead to the ground. Yet, there were little casualties, and later that year, the faction's second heavy, [[Tommy Whispers]], discovered [[The Switchboard]]. After moving HQ to there, Desdemona's agents uncovered the [[Predictive Analytic Machine]], an advanced pre-[[Great War|War]] computer [[AI]] that would become a vital asset to the Railroad for years to come.<ref>[[Railroad HQ terminal entries]] - "Where to begin? Year started like shit. Coursers came out of nowhere. They found the Farm, lookouts only gave us 30 seconds of warning. Torched what we could, casualties light. Relocated to the Beast. Then one of the B team scouts, Tommy Whispers, made the find of the century. An old DIA facility, "Switchboard." Called him up to HQ (overdue), Glory's taken him under his wing (God help him). Tom relocated to the Switchboard or Facility X as he calls it. Then he sent an urgent message. My first meeting with P.A.M... Can't describe. She made some predictions, frighteningly accurate. Asked for data. Started feeding it to her. Very reluctant to help the cause. But after a long talk with Glory she's on board. No one knows what Glory said to PAM. Deacon jokes that PAM has a crush on Glory. Certainly PAM acts different when she's around. But there's nothing emotional about PAM. With PAM's prediction managed to anticipate a run-away."</ref>
  +
  +
===Present day===
  +
In [[Timeline#2283|2283]], an Institute insider named [[Liam Binet]], under the alias "PATRIOT," established contact with the outside world. Tinker Tom intercepted his messages and figured out his passphrase, which was [[Mass Fusion]]. From then on, Patriot became the Railroad's main contact in the Institute, although he himself is totally unaware of this connection for security reasons.<ref>[[Railroad HQ terminal entries]] - "An incredible year. Everything's coming together. Tom broke PATRIOT's code, said it was designed to be broken (whatever that means). Just two words, "Mass Fusion." Sent some recon there and found nothing. Found out later why."</ref>
  +
  +
While the Raiload's main concern is helping synths, they are also known to work with groups such as the [[Abolitionists]] to assist runaway [[Slavery|slaves]]. The Railroad's methods for aiding in escape can be extreme, going so far as to find doctors such as [[Horace Pinkerton]] and [[Amari]] to perform full facial reconstruction and mind wipes on escapees. Their current command center is located in the [[Old North Church]] in downtown [[Boston]], after their [[The Switchboard|previous base]] was compromised following a raid by the Institute. Their network of safehouses and clandestine contacts are reminiscent of their namesake, the 19th century Underground Railroad, which also helped slaves escape and reach free areas.
  +
  +
==Interactions with the player character==
  +
  +
===''Fallout 3''===
 
In ''[[Fallout 3]]'', the Railroad plays an important role in [[The Replicated Man]], in which the [[Lone Wanderer]] becomes involved in their conflict during the quest [[The Replicated Man]] in [[Rivet City]], where a scientist named [[Zimmer|Dr. Zimmer]] requests aid in capturing a runaway android, and Railroad agent [[Victoria Watts]] pleads with the Wanderer to take pity on the android and fake its death.
   
Dr. Zimmer, Ms. Watts, and the android give very logical and convincing arguments for their point of view, and the player character must make an ethical choice based on the limited information they gain from each of them. There are multiple "good Karma" solutions.
+
Dr. Zimmer, Ms. Watts and the android give very logical and convincing arguments for their point of view, and the player character must make an ethical choice based on the limited information they gain from each of them. There are multiple "good [[Karma (Fallout 3)|Karma]]" solutions.
   
 
===''Fallout 4''===
 
===''Fallout 4''===
 
In ''[[Fallout 4]]'', it is possible for the [[Sole Survivor]] to learn about the Railroad through several sources and even join them after a certain point in the story.. They can investigate the area around [[Park Street Station]], speak with [[Amari|Doctor Amari]] at the beginning of [[The Molecular Level]] who indicates that the Railroad would be helpful to their cause, or overhear people in the [[Diamond City market]], the [[Dugout Inn]] or guards in [[Goodneighbor]] discussing the elusive Railroad. All of these will result in the Sole Survivor getting the quest [[Road to Freedom]]. Upon completion of this quest and subsequently [[Tradecraft]], they will be presented with the opportunity to join the faction. [[Piper Wright|Piper]] also makes comments about them when [[the Glowing Sea]] quest starts.
The Railroad is a joinable faction situated in the Commonwealth who assist runaway synths. Their main command centre is located in the [[Old North Church]] in Boston, after their previous base was compromised following a raid by [[The Institute]]. They maintain a network of safehouses and clandestine contacts reminiscent of their namesake, the 19th century Underground Railroad, which helped slaves escape and reach free areas. To remain covert, members use a special marking system called "[[Railsign|Railsigns]]" to mark cache, safehouse, and dead drop locations, as well as the presence of allies and/or danger.
 
   
 
Membership in the Railroad may negatively affect relations with other main factions. The more quests the Sole Survivor does for the Railroad, the more the Institute and the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] will disapprove of their actions. If the Sole Survivor sides with the Brotherhood of Steel or the Institute, they are eventually sent to exterminate the Railroad, as the organization's motives oppose both of the former parties' goals in the region.
The Sole Survivor can learn about the Railroad through a few media. You can investigate the area around [[Park Street Station]], speak with [[Doctor Amari]] at the beginning of [[The Molecular Level]] who indicates that the Railroad would be helpful to your cause, or overhear people in the [[Diamond City Market]], the [[Dugout Inn]], or guards in [[Goodneighbor]] discussing the elusive Railroad. All of these will result in the Sole Survivor getting the quest [[Road to Freedom]]. [[Piper Wright|Piper]] also makes comments about them after the [[The Glowing Sea]] quest starts.
 
   
 
Relations with the [[Commonwealth Minutemen|Minutemen]] are not affected by joining the Railroad. However, when completing the Minutemen version of [[The Nuclear Option (Minutemen)|The Nuclear Option]], the optional mission must be completed or the Railroad (including [[Deacon]] if he is the current companion) will become hostile when the player character next speaks to [[Desdemona]]. One will still be able to accept [[A Clean Equation]] from [[Predictive Analytic Machine|P.A.M.]], [[Lost Soul]] from [[Stanley Carrington|Doctor Carrington]] and even the [[To the Mattresses]] missions from Desdemona when notified by [[Drummer Boy]]. Any extra attempt to speak with her outside accepting and completing quests will cause the Railroad to become hostile. This appears to be a bug as the Lost Soul missions should not be available if no survivors remain at [[The Institute (location)|the Institute]].
The Railroad is joinable through the ''Fallout 4'' quest, [[Road to Freedom]].
 
   
  +
==Organization==
Membership in the Railroad may negatively affect relations with other main factions. The more quests the Sole Survivor does for the Railroad, the more the [[Institute]] and the [[Brotherhood of Steel]] will disapprove of their actions. If the Sole Survivor sides with the [[Brotherhood of Steel (East Coast)|Brotherhood of Steel]] or [[The Institute]], they are sent to exterminate The Railroad, believing that they will try to stop them.
 
  +
The Railroad is constructed like a pyramid, with the base composed of "tourists" (informants and sympathizers), above which stand runners and safehouse owners, then an even smaller group of field agents, and finally, the most secretive and heavily protected, the HQ Members that have access to all the information and coordinates Railroad operations. All answer to Desdemona. Field agents are given aliases in place of their real names in order to protect their identities, and operate on a "need-to-know" basis to protect the Railroad.
   
  +
==Military==
Relations with the [[Commonwealth Minutemen|Minutemen]] are not affected by joining the Railroad. However, when completing the Minutemen version of [[The Nuclear Option (Minutemen)|The Nuclear Option]] the optional mission must be completed or the Railroad (including [[Deacon]] if he is your companion) will become hostile when the player next speaks to [[Desdemona]]. You will still be able to accept [[A Clean Equation]] missions from [[Predictive Analytic Machine|P.A.M.]], [[Lost Soul]] mission from [[Carrington|Doctor Carrington]], and even the [[To the Mattresses]] missions from [[Desdemona]] when [[Drummer Boy]] notifies you. Any extra attempt to speak with her outside accepting and completing quests will cause The Railroad to become hostile. This appears to be a bug as the Lost Soul missions should not be available if you left no survivors at [[The Institute (location)|the Institute]].
 
  +
Though the Railroad is a spy organization that prefers stealth and sabotage, they do maintain a small but well-equipped fighting force.
  +
  +
Railroad agents that specialize as soldiers are known as heavies. They are responsible for the defense of Railroad safehouses and escaped synths should they be attacked by enemy forces. They commonly make use of [[Gauss rifle (Fallout 4)|Gauss rifles]] or [[Railway rifle (Fallout 4)|railway rifles]] and wear armored coats. As the Railroad is the only faction with [[ballistic weave]], this gives their agents an upper hand and helps even the playing field against larger and more advanced armies.
  +
  +
Agents infiltrate organizations and towns and collect intel, and Tinker Tom created surveillance devices for placement at high vantage points. This gives the Railroad a powerful information network. Agents also serve a support role in establishing safehouses, stashing supplies, marking locations with Railsigns and sabotaging enemy fortifications.
  +
  +
==Safehouses==
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{{columns|2|
  +
* [[Railroad HQ]]
  +
* [[The Switchboard]] (formerly)
  +
* Allen safehouse (formerly)
  +
* [[Augusta safehouse]] (formerly)
  +
* [[Dayton safehouse]]
  +
* Griswold safehouse
  +
* Herkimer safehouse (formerly)
 
* Mercer safehouse (optional)
  +
* Randolph safehouse
  +
* Stanwix safehouse
  +
* [[Ticonderoga]]
  +
}}
   
 
==Members==
 
==Members==
{{Columns|2|
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{{Columns|3|
  +
* [[Beatrice Bell]] {{Icon|dead}}
  +
* [[Blackbird]] {{Icon|dead}}
  +
* [[Boom|Ms. Boom]] {{Icon|dead}}
  +
* [[Boxer (Far Harbor)|Boxer]] {{Icon|FO4FH|link=Far Harbor (add-on)}}
 
* [[Deacon]]
 
* [[Deacon]]
 
* [[Desdemona]]
 
* [[Desdemona]]
* [[Carrington|Doctor Carrington]]
 
 
* [[Drummer Boy]]
 
* [[Drummer Boy]]
* [[Dutchman]] (deceased)
+
* [[Dutchman]] {{Icon|dead}}
 
* [[Clifford|Father Clifford]]
 
* [[Clifford|Father Clifford]]
  +
* [[Francis O'Dell]] {{Icon|dead}}
 
* [[Glory]]
 
* [[Glory]]
  +
* [[Helena (Fallout 4)|Helena]] {{Icon|dead}}
 
* [[Herbert Dashwood]]
 
* [[Herbert Dashwood]]
 
* [[High Rise]]
 
* [[High Rise]]
  +
* [[Kelly K.]] {{Icon|dead}}
 
* [[Maven]] {{Icon|dead}}
 
* [[Manya Vargas]]
 
* [[Manya Vargas]]
  +
* [[Mathers (Fallout 4)|Mr. Mathers]] {{Icon|dead}}
* [[Maven]] (deceased)
 
 
* [[Tims|Mister Tims]]
 
* [[Tims|Mister Tims]]
* [[P.A.M.]]
+
* [[Old Man Stockton]]
  +
* [[Predictive Analytic Machine|P.A.M.]]
* [[Sole Survivor]] (optional)
 
  +
* [[Ricky Dalton]]
  +
* [[Roger (Fallout 4)|Roger]] {{Icon|dead}}
  +
* [[Sly Nicholas]] {{Icon|dead}}
  +
* [[Songbird ]] {{Icon|dead}}
 
* [[Stanley Carrington|Doctor Stanley Carrington]]
 
* [[Tinker Tom]]
 
* [[Tinker Tom]]
  +
* [[Terry (Fallout 4)|Terry]]
  +
* [[Tommy Whispers]] {{Icon|dead}}
 
* [[Tulip]]
 
* [[Tulip]]
 
* [[Victoria Watts]]
 
* [[Victoria Watts]]
* [[Agent Blackbird]]
+
* [[Lone Wanderer]] (optional)
* [[Tommy Whispers]] (deceased)
+
* [[Sole Survivor]] (optional)
 
}}
 
}}
   
 
==Related quests==
 
==Related quests==
{{columns|2|
+
{{columns|3|
 
* [[Road to Freedom]]
 
* [[Road to Freedom]]
 
* [[Tradecraft]]
 
* [[Tradecraft]]
Line 78: Line 148:
 
* [[To the Mattresses]]
 
* [[To the Mattresses]]
 
* [[Lost Soul]]
 
* [[Lost Soul]]
 
* [[The Replicated Man]]
 
* [[A Clean Equation]]
 
* [[A Clean Equation]]
 
* [[High Ground]]
 
* [[High Ground]]
  +
* [[End of the Line]]
  +
* [[Tactical Thinking]]
 
}}
 
}}
   
 
==Appearances==
 
==Appearances==
The Railroad appears in ''[[Fallout 3]]'' and ''[[Fallout 4]]''.
+
The Railroad appears in ''[[Fallout 3]]'', ''[[Fallout 4]]'' and its add-on ''[[Far Harbor (add-on)|Far Harbor]]''.
   
 
==Behind the scenes==
 
==Behind the scenes==
* The Railroad is modeled after the "[[wikipedia:Underground Railroad|Underground Railroad]]", an organization in America in the nineteenth century who dedicated themselves to helping African-American slaves escape to the north and Canada.
+
* The Railroad is modeled after the "[[wikipedia:Underground Railroad|Underground Railroad]]", an organization in nineteenth-century America dedicated to helping African-American slaves escape to northern free states and Canada.
* The Railroad contains a number of similarities to Skyrim's Thieves Guild (an agent named Maven, the name 'Mercer' in Mercer Safehouse, brick-walled underground home bases, the use of symbolic markings on walls around [[the Commonwealth]], etc.).
+
* The Railroad contains a number of similarities to the [[w:c:elderscrolls:Thieves_Guild_(Skyrim)|Thieves Guild]] from ''[[w:c:elderscrolls:The Elder Scrolls V%3A_Skyrim|The Elder Scrolls V: Skyrim]]''. Both feature an agent named Maven, the name 'Mercer', brick-walled underground home bases, the use of [[Railsign|symbolic markings]] on walls around [[the Commonwealth]], etc.
  +
  +
==Gallery==
  +
<gallery widths=220>
  +
FO4 Railroad loading screen.png|[[Fallout 4 loading screens#Propaganda|Loading screen slide]]
  +
</gallery>
  +
  +
==References==
  +
{{References}}
   
  +
{{Navbox The Railroad}}
 
{{Navbox factions FO3}}
 
{{Navbox factions FO3}}
 
{{Navbox factions FO4}}
 
{{Navbox factions FO4}}
Line 97: Line 179:
 
[[de:Railroad]]
 
[[de:Railroad]]
 
[[es:El Ferrocarril]]
 
[[es:El Ferrocarril]]
  +
[[fr:Le Réseau du Rail]]
  +
[[hu:Vasút]]
  +
[[pl:Trasa]]
  +
[[pt:A Ferrovia]]
 
[[ru:Железная дорога]]
 
[[ru:Железная дорога]]
  +
[[uk:Залізниця]]
  +
[[zh:鐵路]]

Revision as of 20:05, 25 March 2020

 
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In a world full of suspicion, treachery and hunters - we're the synths' only friends. We're the Railroad.Desdemona

The Railroad is an underground movement with a primary aim of freeing sentient synths from their creators at the Institute.

Background

Origins

While the exact origins of the Railroad are unclear and deeply shrouded in mystery, it can be determined that the organization has been in existence since the creation of the first successful Generation-3 synths by Institute scientists around the 2220s.[1] Following the public's discovery of the synths during the Broken Mask incident in Diamond City in 2229, the question if they deserve the same rights as natural humans became a major subject of debate, with frequent bickering between opposing sides. Many people believed that the Institute's synths were mere machines; just another model of advanced robot. Paranoia began to develop as local residents' loved ones vanished overnight and were replaced with artificial clones that eventually malfunctioned and went berserk, as with the case with Mr. Carter. Others, however felt that synths deserved to be free, having being treated as slaves by their creators at the Institute. This is a point that makes some convinced that the synths are worthy of saving. It was from these ideals that the earliest possible incarnation of the Railroad would emerge.[2]

Wyatt's efforts to rebuild

It is in evidence that the Railroad has been beaten down and reborn many times over the years, however its clandestine nature has ensured the group's survival in the long run. The earliest known incarnation of the Railroad, lead by Agamemnon, was shut down in November 2266, when the Institute's military raided their headquarters. Wyatt took the responsibility of rebuilding the organization from the ground up, after many of the members left following the HQ massacre. A runner named John D. was the sole survivor. In order to keep the Railroad alive, Wyatt concluded that the location of the new headquarters had to be kept hidden upon its discovery, learning from the mistakes of his predecessor.[3]

It was from the remnants of this incarnation of the Railroad that the faction as it is known today came to be. By Feburary of 2267, the revived Railroad, under the leadership of Wyatt, managed to get its first synth out of the Commonwealth. Under the advice of John D., Wyatt improved the organization's operational security by introducing multiple reforms to the Railroad's infrastructure. One of them was a clear hierarchy of gradually ascending power; a pyramid structure with independent tourists and sympathizers on the bottom, safehouse operators and runners next in line, field agents second-to-last and finally HQ members on the top.[4] Furthermore, a dead drop system was established to create a more robust and secure method of communication between agents, safehouses and HQ.[5]

Under the leadership of Pinky Thompson

In a period when the Railroad was once again experiencing dark times, Pinky Thompson succeeded Wyatt's role as leader in December 2273, after he lost his life during a raid on the faction's current headquarters at the time. With the aid of Deacon, most of the survivors were able to make it out alive. After setting up shop at a new location, Pinky passed a new decree to tighten security at HQ, only giving heavies clearance to leave and ensuring that the organization moves to relay all packages out of the region as quick as possible.[6] Thompson also recommended that all fugitive synths remain in custody of the Railroad until they are beyond the borders of the Commonwealth, following the assault on a homestead near Parsons State Insane Asylum by coursers, which resulted in the loss of a synth codenamed Lambda 8 and her spouse.[7]

When he received intel that a courser and a few other Institute operatives were on a mission taking them beyond the Commonwealth, Pinky assigned one of his agents, Victoria Watts, to shadow them on their trek south.[8] She later settled down in the Capital Wasteland and rented an apartment in Rivet City to lie low while protecting the identity of a runaway, Harkness, aka A3-21. Having risen up the ranks of the local security force to become their commander, Harkness was at greater risk of being tracked down and reclaimed by the Synth Retention Bureau. The arrival of the bureau's head, Dr. Zimmer, and his synth escort Armitage, made the possibility of this threat more likely. It was then imperative that agent Watts was to remain in the area to serve as a bodyguard for Harkness.

In September 2276, Pinky's leadership started to come under pressure after the loss of another safehouse, Trinity.[9] He later resigned from office and was succeeded by Desdemona, who won against Dr. Carrington in the election. The doctor became Dez's right-hand man.[10]

The Switchboard and P.A.M.

Immediately after Desdemona took office, the Railroad began to take a big step forward. The new leadership put focus on the fundamentals; operational security, lookouts, compartmentalization, and counterintelligence, analyzing and making improvements where Pinky went wrong.[11] 2279 saw the arrival of Thomas Weatherby to HQ. Adopting the moniker "Tinker Tom," Weatherby, a highly intelligent individual, designed new weapons and other useful technologies for the Railroad as part of a complete rearmament program. Desdemona and her aides also made improvements to the dead drop network and introduced the railsign system to allow agents to covertly mark cache, safehouse, and dead drop locations, as well as the presence of allies and potential dangers. Simply put, it was like Christmas for the organization. No coursers were on the radar during the year.[12]

In 2280, Glory, unit designation G7-81, a recently-liberated synth, opted out of the memory wipe and joined the Railroad under the leadership of Desdemona. She was promoted to heavy the same year.[13]

The Railroad's current success streak ended in 2281, when coursers discovered and razed another homestead to the ground. Yet, there were little casualties, and later that year, the faction's second heavy, Tommy Whispers, discovered The Switchboard. After moving HQ to there, Desdemona's agents uncovered the Predictive Analytic Machine, an advanced pre-War computer AI that would become a vital asset to the Railroad for years to come.[14]

Present day

In 2283, an Institute insider named Liam Binet, under the alias "PATRIOT," established contact with the outside world. Tinker Tom intercepted his messages and figured out his passphrase, which was Mass Fusion. From then on, Patriot became the Railroad's main contact in the Institute, although he himself is totally unaware of this connection for security reasons.[15]

While the Raiload's main concern is helping synths, they are also known to work with groups such as the Abolitionists to assist runaway slaves. The Railroad's methods for aiding in escape can be extreme, going so far as to find doctors such as Horace Pinkerton and Amari to perform full facial reconstruction and mind wipes on escapees. Their current command center is located in the Old North Church in downtown Boston, after their previous base was compromised following a raid by the Institute. Their network of safehouses and clandestine contacts are reminiscent of their namesake, the 19th century Underground Railroad, which also helped slaves escape and reach free areas.

Interactions with the player character

Fallout 3

In Fallout 3, the Railroad plays an important role in The Replicated Man, in which the Lone Wanderer becomes involved in their conflict during the quest The Replicated Man in Rivet City, where a scientist named Dr. Zimmer requests aid in capturing a runaway android, and Railroad agent Victoria Watts pleads with the Wanderer to take pity on the android and fake its death.

Dr. Zimmer, Ms. Watts and the android give very logical and convincing arguments for their point of view, and the player character must make an ethical choice based on the limited information they gain from each of them. There are multiple "good Karma" solutions.

Fallout 4

In Fallout 4, it is possible for the Sole Survivor to learn about the Railroad through several sources and even join them after a certain point in the story.. They can investigate the area around Park Street Station, speak with Doctor Amari at the beginning of The Molecular Level who indicates that the Railroad would be helpful to their cause, or overhear people in the Diamond City market, the Dugout Inn or guards in Goodneighbor discussing the elusive Railroad. All of these will result in the Sole Survivor getting the quest Road to Freedom. Upon completion of this quest and subsequently Tradecraft, they will be presented with the opportunity to join the faction. Piper also makes comments about them when the Glowing Sea quest starts.

Membership in the Railroad may negatively affect relations with other main factions. The more quests the Sole Survivor does for the Railroad, the more the Institute and the Brotherhood of Steel will disapprove of their actions. If the Sole Survivor sides with the Brotherhood of Steel or the Institute, they are eventually sent to exterminate the Railroad, as the organization's motives oppose both of the former parties' goals in the region.

Relations with the Minutemen are not affected by joining the Railroad. However, when completing the Minutemen version of The Nuclear Option, the optional mission must be completed or the Railroad (including Deacon if he is the current companion) will become hostile when the player character next speaks to Desdemona. One will still be able to accept A Clean Equation from P.A.M., Lost Soul from Doctor Carrington and even the To the Mattresses missions from Desdemona when notified by Drummer Boy. Any extra attempt to speak with her outside accepting and completing quests will cause the Railroad to become hostile. This appears to be a bug as the Lost Soul missions should not be available if no survivors remain at the Institute.

Organization

The Railroad is constructed like a pyramid, with the base composed of "tourists" (informants and sympathizers), above which stand runners and safehouse owners, then an even smaller group of field agents, and finally, the most secretive and heavily protected, the HQ Members that have access to all the information and coordinates Railroad operations. All answer to Desdemona. Field agents are given aliases in place of their real names in order to protect their identities, and operate on a "need-to-know" basis to protect the Railroad.

Military

Though the Railroad is a spy organization that prefers stealth and sabotage, they do maintain a small but well-equipped fighting force.

Railroad agents that specialize as soldiers are known as heavies. They are responsible for the defense of Railroad safehouses and escaped synths should they be attacked by enemy forces. They commonly make use of Gauss rifles or railway rifles and wear armored coats. As the Railroad is the only faction with ballistic weave, this gives their agents an upper hand and helps even the playing field against larger and more advanced armies.

Agents infiltrate organizations and towns and collect intel, and Tinker Tom created surveillance devices for placement at high vantage points. This gives the Railroad a powerful information network. Agents also serve a support role in establishing safehouses, stashing supplies, marking locations with Railsigns and sabotaging enemy fortifications.

Safehouses

Members

Related quests

Appearances

The Railroad appears in Fallout 3, Fallout 4 and its add-on Far Harbor.

Behind the scenes

Gallery

References

  1. The Synthetic Truth
  2. Desdemona.txt - "In a world full of suspicion, treachery, and hunters - we're the synths' only friends. We're the Railroad."
  3. Railroad HQ terminal entries - "Gathered surviving runners, held an election. I lost, or won, depending on how you look at it. After the HQ massacre, most people simply left the Railroad. Only one person survived HQ, a runner named John D. He called out for volunteers to get some of the old files. No one stepped forward. My job is to rebuild the Railroad from scratch. I think where Agamemnon went wrong, is that HQ was known by too many people. I'm theorizing here, but once the Institute hit a safehouse and leaned on anyone the HQ would be easy to find. But how could Agamemnon know just how deadly those damned Coursers are? Current count: 13. 0 synths. How the hell do we rebuild from here?"
  4. Railroad HQ terminal entries - "John D has been finding tourists at a pretty good clip. But he keeps their identities to himself. Operational security he calls it. It makes me grind my teeth, but he's probably right. I think our whole organization needs to be more like a pyramid. A broad base of tourists that help out, mainly with information. Then the runners and safehouse owners in the middle. Then agents. Then HQ on top of that.
  5. Railroad HQ- "A whole work crew of synths escaped together. Five synths at once. We're scrambling to keep them hidden. Coursers have been spotted looking for them. They found one of our safehouses, but no one there knew where our HQ is. John developed a dead drop system we've been using."
  6. Railroad HQ terminal entries - "I just found Wyatt's journal. For whoever runs this outfit in the future, I figure you should know how we messed up. We were running the Workgroup Five out of the CW when Coursers found our HQ. Total shitstorm. Deacon (that's what he's calling himself now) had an escape route planned, and most of the survivors owe him their life. Wyatt didn't make it past the first hail of bullets. Something everyone should know: if one safehouse goes down assume that all Hell's coming for your ass, because it probably is. Always, always, ALWAYS assume the Institute has resources beyond what we can imagine. From now on only the heavies leave HQ. And we got to move our packages fast. This slow crap hurts more than it helps."
  7. Railroad HQ terminal entries - "Lesson: move all packages outside the Commonwealth. Lamda 8 homesteaded off Parsons. She got married to a farmer. Coursers found her and it got bloody. Lost Lamda 8. Her wife almost bit the bucket, too."
  8. Railroad HQ terminal entries - Courser spotted heading south (with company). Watts volunteered to track them."
  9. Railroad HQ terminal entries - "Desdemona is a real pain in the ass. Keeps harping on every little damned thing. Worse than Deacon and Carrington combined. We lost a safehouse and went to ground. SOP. Desdemona says I'm being sloppy. I'm getting sick and tired of leading these misfits."
  10. Railroad HQ terminal entries - "After we lost Trinity, Pinky Thompson stepped down. It took some persuasion. We held a vote on who should run the Railroad. It came down to me and Carrington. Might be a problem there."
  11. Railroad HQ terminal entries - "We're going to hit the fundamentals: operational security. Look outs, counter-intelligence, and compartmentalization. We need to reduce the response time to find a new synth runner."
  12. Railroad HQ terminal entries - "Added a new member to core HQ. Thomas Weatherby. An Institute grenade did a number on his family farm. He's rattled but very, very smart. Hoping he can arm us with something better than pipe pistols. Organization grown. Devised rail signs and improvements to dead drops. No Coursers spotted all year. Merry Christmas."
  13. Railroad HQ terminal entries - " One of our rescues, G7-81, took a strange turn. Most synths are traumatized and go through the procedure with Doc A. G7 opted out. Begged to join. Did some crazy stunts with High Rise at Ticon. Called her into the HQ. Promoted "Glory" to heavy. She's well suited for the role (perhaps too much so)."
  14. Railroad HQ terminal entries - "Where to begin? Year started like shit. Coursers came out of nowhere. They found the Farm, lookouts only gave us 30 seconds of warning. Torched what we could, casualties light. Relocated to the Beast. Then one of the B team scouts, Tommy Whispers, made the find of the century. An old DIA facility, "Switchboard." Called him up to HQ (overdue), Glory's taken him under his wing (God help him). Tom relocated to the Switchboard or Facility X as he calls it. Then he sent an urgent message. My first meeting with P.A.M... Can't describe. She made some predictions, frighteningly accurate. Asked for data. Started feeding it to her. Very reluctant to help the cause. But after a long talk with Glory she's on board. No one knows what Glory said to PAM. Deacon jokes that PAM has a crush on Glory. Certainly PAM acts different when she's around. But there's nothing emotional about PAM. With PAM's prediction managed to anticipate a run-away."
  15. Railroad HQ terminal entries - "An incredible year. Everything's coming together. Tom broke PATRIOT's code, said it was designed to be broken (whatever that means). Just two words, "Mass Fusion." Sent some recon there and found nothing. Found out later why."
The Railroad