- He didn't show up in New Vegas for obvious reasons. If he shows up in this game, it'll most likely be as DLC.
- Jossed, Harold is completely absent from the main game.
- It's looking like a mix, considering the trailer.
- Um... zigzagged? The game takes place around the Boston region of New England, which was a coastal area that didn't get nuked anywhere near as seriously as the other regions, so while there are a lot of destroyed, polluted regions, it's considerably more lush than the Capital Wasteland or the Mojave. That said, the Black Rain (toxic-laced storms thrown up by the initial bombing) wrecked the vegetation pretty heavily.
- Given that the Commonwealth is a technological powerhouse, this somehow strangely not implausible.
- Time travel did appear in Fallout 2, where during a random encounter the player went back in time to sabotage the water purifier, causing the events of Fallout 1.
- That was a special encounter, not a random encounter. Specials were generally non-canon: stuff like finding a crashed Star Trek shuttle or the TARDIS. What's more likely is the old casting leaks that people initially balked at — they mentioned that the main character emerges into the wasteland from cryogenic suspension. Perhaps that's what Vault 111's experiment was?
- Jossed: Vault 111 is another Cryogenic Suspension Vault. The Sole Survivor wakes up 200 years later, but everyone else was released — and massacred — over 60 years before they wake up at the start of the game.
- Confirmed, the memory den is both implicity and explicity displayed as a den of vice.
- The Midnight Rider
- The Chosen Vault Wanderer
- The Dog Petter
- The Time Traveler (Assuming the leaked casting documents were real.)
- Howard (or otherwise chosen Hello, [Insert Name Here])
- Canonically, the male SS is Nate, the female SS is Nora.
- The Survivor
- The Fallout Wiki has seized upon "Sole Survivor", a term used during Bethesda's E3 presentation.
- Partially Confirmed. "The Sole Survivor" is the canonical title of the protagonist, the only other title so far being "General" if you join the Minutemen.
- This is the war the BoS is unlikely to win, even with Liberty Prime by they side, since The Commonwealth so advance that they are capable of making Androids- robots that can eat, sleep, piss, breathe and probably have sex.
- Liberty Prime was obliterated by the Enclave's Kill Sat. The BoS does NOT have it anymore, and don't have the schematics to recreate it.
- Don't count the Brotherhood out just yet. After all, they do have a large manpower pool to draw from in the Capital Wasteland—individuals who are likely highly-motivated, well-trained, and well-equipped—especially if we assume a "Good" ending to Broken Steel, where they also have command of huge resources of fresh water. Presuming the airships we see in the first trailer also belong to the Brotherhood, that means they've begun manufacturing new tech, which in turn means they've both cast off some of the restrictions of their dogma and have built up considerable industrial infrastructure. That's more than enough logistics to fight a war.
- Going by the trailer, the Brotherhood is happily putting to use the massive amounts of technology that you've helped them acquire during Broken Steel, now having Vertibirds and the like. Furthermore, they have The Lone Wanderer. Just a theory, but maybe Elder Lyons, being, well, elderly, died, and Sarah decided not to take over, preferring to continue leading her squad. The Lone Wanderer, the Last, Best Hope For Humanity, the Capital Wasteland's personal Jesus Christ, the savior of The Pitt, the exterminator of the Super Mutant menace, the hero to all and savoir of all, is now in charge. They took back The Pitt, allowing Ashur to run it as governor, and made The Pitt a state in their own new nation, led from The Citadel. This could eventually lead to a war with the NCR in several games, too. The Lone Wanderer and the Brotherhood of Steel have four states: DC, The Pitt, Point Lookout and the area around the former Enclave airbase. After building their nation, they remembered Harkness and began a war with The Institute. However, before someone worries I'm theorizing the LW is a dictator, far from it. It's a George Washington situation. The Lone Wanderer is only in charge because EVERYBODY wants them in charge. The Wanderer will be seen as almost a god by the Brotherhood, with their troops saying things like "May the Wanderer watch over us", much like America's own Founding Fathers worship. They've rebuild DC into much of its old glory, and thanks to Mothership Zeta, they've been able to take some satellites, and Three Dog is now available to the quad-state area, as well as in Boston. After all, who doesn't want Three Dog to return?
- Could it be that it is the Midwestern brotherhood that is occupying Boston, they would be at odds with the brotherhood from Fallout 3, that means outcasts from the DC brotherhood might show up. I say this because the Midwestern brotherhood was in Fallout: Tactics and had airships, and since they have the old brotherhood ideals of preserving technology they would likely attack the institute for its tech.
- What? The Offshoot in Fallout Tactics was exiled for arguing against the xenophobic-isolationist dogma of the mainstream brotherhood (admittedly, one of their reasons was the fact the brotherhood, even THEN, was in danger of dieing out from attrition). It's pretty likely that they'd get on significantly better with the DC chapter then the others, once they got past the whole working out who's who stage.
- Confirmed
- The option to create and/or turn into a Ghoul would be another.
- Jossed, Synth technology was invented after the Great War and the Sole Survivor was alive before the War.
- Although, in the Far Harbor DLC, it is played with. When DiMA asks if you are a synth, his arguments for it, in combination with the small amount of time the player can remember (thanks to when the game starts), makes it impossible to prove you're not a Synth.
- Because the last scene from the trailer feel a lot like the setup to this image
for me and the Lone Wanderer is (if i'm not mistaken,) the only Fallout protagonist represented with a dog.
- Dogmeat was a companion in Fallout 1 (the Vault Dweller) and 2 (the Chosen One), as well.
- But the dog wasn't in promotional art. I think.
- Jossed: The player character, aka the Sole Survivor, is a cryogenically frozen ex-military operative from over 200 years ago. They have no idea who the Lone Wanderer is.
- Jossed: While the player character is from a vault, they're not the fellow from the first game.
- Jossed for the vanilla game, but still possibly up for DLC.
- Jossed in the {DLC}s as well - However, a few characters from Fallout 3 do appear, and several more are mentioned.
- Jossed: There is the railroad, but they have no interest in political relics.
- Zigzagged; no canonical Fallout 3 characters show up in the core game (which still leaves DLC, of course), but one potential follower, MacCready, is an all-grown-up take on the obnoxious "Mayor" Of Little Lamplight from the Capital Wasteland.
- Jossed, he's voiced by Brian Delaney.
- Alternatively, the family is in the game, but you can see their corpse and loot their bodies and house for items.
- Since the family shown in the house was wearing the same clothes as the family that was locked out of the Vault, that shockwave was likely the last thing all three of them ever saw. If anything, I bet there will be 3 charred skeletons right outside the door.
- Jossed somewhat The protagonist is either the husband or the wife, depending on player choice (And obviously alive). The spouse is very much dead. And the son is basically the game's Big Bad.
- Doctor Li left the Capital Wasteland and headed to the Commonwealth during Broken Steel. If anything, we'll see her.
- If the Brotherhood of Steel is moving into New England, it's likely we'll see the return of Sarah Lyons (as the Brotherhood's leader), as well.
- Arcade Gannon might make an appearance as well, assuming he's forced to flee after the events of New Vegas due to his connections to the Enclave.
- Confirmed. Mayor MacCready is a companion, Arthur Maxson is the Brotherhood's new Elder (Sarah Lyons apparently died in battle), Doctor Li has joined the Institute, the Mechanist is the main antagonist of the Automatron DLC, and Sierra Petrovita from Girdershade returns in the Nuka World DLC.
- Jossed. The Boston area only has five vaults, and none of them are 68 or 69.
- Confirmed: There's an area in the game called the Pickman gallery, obviously referencing Pickman's Model. Except instead of painting ghouls like Richard Upton Pickman did in his story (after all, they are in abundance in the Commonwealth- wouldn't be much of a work of art), this Pickman actively slaughters raiders, butchers them, and then either paints them or puts their bodies on display in his gallery.
- Epileptic Trees here, but what if Dogmeat IS the player character, and the reason we've been waiting so long for an announcement is because Bethesda have been developing a whole new gameplay interface to recreate the perspective of a dog?
- Jossed, you play as a human as usual.
- Confirmed.
- Jossed, although a few of these ideas (like the Brotherhood being more ruthless, and one of the factions being a militia) are confirmed.
- Has a decent probability, what with the east coast location. Probably one of the last places to be hit, so one of the last places to seal up.
- I meant the last still sealed.
- Jossed: Vault 111 was broken into and its population massacred some 60 years before the game started.
- Confirmed, after you've done the quests, the Constitution does fly away and then crashes in a building a few meters away.
- As an addendum, the player will be able to learn techniques from these guys, including the Secret Art of the Grand Slam, wherein one takes a baseball bat, grenades, and starts hitting some explosive home runs at the enemy.
- If they view the Red Sox fandom as a religion, would they then view the New York Yankees as the devil?
- Zigzagged. Up to this point, the only true baseball-themed character is a merchant in Diamond City who sells baseball paraphernalia and thinks baseball was a sort of Gladiator Games.
- The residents do however 'worship' (or at least have great reverence for) The Wall which has never let a single raider or mutant into the city
- Confirmed.
The Institute, from what little we know, enslaves androids and hoards tremendous amounts of technology for itself. While this may not seem like the nicest society at first glance, the fact that the Institute is able to manage all of this likely means they are also stable and secure—two great rarities in the anarchy of post-apocalyptic America. They've also apparently managed to maintain this society for some time, meaning they can be seen as the "rightful" owners of the land; they are the ones living there, therefore the land is theirs. This simultaneously parallels the American slave institution and delves into the ideas of natural rights and self-determinism. Perhaps the Institute even has a republican form of government, allowing for further exploration of these themes. Should the player decide to side with the Institute, they may have a hand in upholding its independence, and ensuring its people still have the liberty to live peacefully—and perhaps enfranchise the androids while they're at it.
Now, assuming the Brotherhood of Steel is encroaching on the territory surrounding Boston, that sets up the imperialist themes quite handily. It begs the questions of whether the Brotherhood should be viewed as liberators and patriots, vying to topple the tyranny of the Institute, or as conquerors out for wealth and technology, who will rule their new territory from their faraway Citadel and give no say to the people actually living in the area. Again, the player could perhaps have an influence on exactly how this all turns out, and maybe even influence the color of the Brotherhood's actions toward one end or the other, and to determine exactly what sort of liberty they will bring to the people.
Caught between these two big players are, of course, the smaller settlements and communities of the area, who will undoubtedly be wrestling with the influences of the BoS and Institute. Much as with the Loyalists and Patriots from the Revolutionary War, individuals living in these areas are going to have to decide which cause they support. Or, perhaps they might decide to establish their own independence, free from either of the big factions. And once again, the player will likely have an influence on this issue of self-determination—whether these settlements will enjoy greater liberty under the blanket of a larger government, or by forging their own new nation.
From what little we know of the Institute and what can be surmised from the trailer, they are a perfect foil to the traditional BoS. Both are elitist organizations with little interest in the run-of-the-mill Wastelanders. Both are technologically advanced. However, the BoS tightly controls the use of technology, even confiscating it from others. The Institute flaunts their technology, giving away implants as a reward. The BoS treats its members like family, with even positions of authority having checks on their powers. The Institute has at least two classes of population: Androids at the bottom and everyone else above them. The BoS refuses to engage peacefully with outsiders. The settled areas around the Institute, such as Diamond City, may benefit from a sort of technological "trickle down;" using whatever tech the Institute no longer has a use for.
- Isolationism is more the mode of the Western Brotherhood rather than the faction as presented in 3. The Brotherhood under Elder Lyons (and presumably his daughter) pretty-much had an open-door policy with regards to recruitment and trade; they take on as many Initiates as will volunteer, and liberally export large quantities of fresh water from Project Purity. That said, the Brotherhood's reasons for engaging the Institute, and their intentions for its technology, are undoubtedly going to play a role, and could, in fact, lead to the reemergence of the old "Only we can be trusted with technology" mentality the Brotherhood originally touted.
- Lyons branch represents a deviation from the Orthodox Brotherhood and with Boston a few hundred miles north of DC, it's likely any Brotherhood group appearing in 4 wouldn't be from Lyons Brotherhood.
- On the contrary, the D.C. Brotherhood is the only one that makes sense. We know Lyons' faction is the only branch which made the push east (since Fallout: Tactics is of dubious canonicity), and thus they're the only significant presence the Brotherhood possesses on the Eastern Seaboard (the Outcasts were always small and ineffectual). By the end of 3, they've secured the Capital Wasteland from both the Enclave and the Super Mutants, and are in possession of a huge resource of fresh water, which would attract people like moths to a flame, and the technology of Adams AFB, which has likely given rise to those airships we see in the trailer. Thus, the D.C. Brotherhood possesses the power base, manpower, and technology to wage war far to the north of their home turf, and are realistically the only faction capable of doing so.
- Its very unlikely that a group that spent 20 years sitting on their hands in one spot fighting a hopeless war would suddenly expand territory when they're stretched thin as it is. I believe that the BoS we see in Boston could be a of a different chapter. The BoS are everywhere, and the outcasts fit the bill quite well. Many BoS chapters are simply outcasts that the leaders back home didn't want to care about anymore. Lyons could have moved out, but has no incentive with the Mutant attacks, and other regional issues as well as sorting through his spoils of war. While the Outcasts watching Lyons one up them, would be seeking a great technological advance to show off to their brothers back in Cali (of whom are dead or hiding). The Outcasts have been shown killing Enclave and taking their things so its not too far fetched to say they managed to catch a small fleet of Vertibirds. It's still too soon to say of course. Though the BoS seem to be the bad guys getting shot by The Veteran (111 Vault dweller)
- Jossed: The Institute has nothing to do with the Enclave or any of NV's factions.
- Jossed. The player is one of the baby's parents.
And in a similar manner to Joshua Graham's quests in Honest Hearts, the player's actions would determine whether Colonel Autumn's "rehabilitated" Enclave will live up to its word or revert back to their corrupted heritage.
- Jossed for the core game. Still potentially open for a DLC.
- The Book of Eli. Considering it was a Fallout film in all but name, it's only logical that there will be a reference to it.
- John Adams. Well... the game is set smack-dab in the man's home town. Perhaps they'll recreate the Tar and Feather scene from the first episode? Or maybe the PC needs to be a witness (or better yet, the defense) to a trial like the Boston Massacre, defending members of the antagonist faction.
- Confirmed: Romance is in the game and much more immersive than in Skyrim. As in you actually have to do things to get their affection rather than simply wear a trinket.
- Jossed
- Jossed, thankfully. Todd Howard confirmed
Dogmeat cannot die in the game.
- Confirmed, though it seems Vault 111 was meant to house more than just the player character.
- Jossed
- Jossed: The Sole Survivor of Vault 111 is the only player character in the entire game.
The game opens in the last days of the Great War. The player character is an ordinary citizen, going about their normal life which serves as the game's tutorial, a la Vault 101 from 3. Elements of the later plot will be foreshadowed during this section. (Like say, you'll see a news broadcast about advances at MIT.)
At the end of the tutorial, the player character will make a run for the local vault to escape the nuclear holocaust. This vault's gimmick is sticking its residents in cryogenic suspension for several years. When the player character wakes up, they'll be introduced to the Commonwealth Wasteland.
- Confirmed.
- Jossed
- Option 1: Hide in a cryogenic pod (Human PC)
- Option 2: Upload yourself into a computer and be placed into a Commonwealth android years later (Android PC)
- Option 3: Try to physically escape. This will not work, and you'll succumb to radiation sickness (Ghoul PC)
- Option 4: Inject yourself with what seems like an anti-radiation chem, but find out too late you injected yourself with a strain of FEV (Super-Mutant PC).
- Option 5: Hide in a machine with unknown function, your brain will be removed and stored. (Robot PC)
- Jossed: the player character can only be a human, and survives thanks to Vault 111's cryogenic storage units.
- Although elements of these options do figure in the backstories of characters you meet in the game Nick Valentine is essentially Option 2, pre-War Ghouls are, as in most games in the franchise, the result in a sense of Option 3, Brian Virgil is an intentional example of the latter element of Option 4, and the Automatron DLC re-introduces Robo-Brains, basically the embodiment of Option 5.)
- Jossed
- He deserves it after I made him wait 200 years for me to come home for dinner!
- Or maybe the player can keep him as a butler in the settlement the player builds
- Jossed: The Sole Survivor is the real deal.
- Jossed: Synths are completely post-war technology and didn't come into existence until 160 years after the bombs were dropped.
- Complication: the baby. I find it hard to believe they had a fully functional synthetic genital systems for both male and female pre-war; not just gestating a fetus, but generating the gametes.
- This is very, very easy to solve. Female PC: they extracted eggs before cybernization. Male PC: he jerked off into a cup before cyberization. Hell, many transgender people do it in real life before their sex change (if they get one) if they want kids.
- Jossed: Synths are completely post-war technology and didn't come into existence until 160 years after the bombs were dropped. The player character is a purely human Badass Normal.
- Zigzagged: For the main game, it's mostly jossed, as the Sole Survivor is presented as purely human and the idea that they might be otherwise is not brought up. However in the Far Harbor DLC, the possibility is raised, and it is up to the player to buy into it or not. There's never any confirmation one way or the other, though.
- Jossed: you can find him as a ghoul, and the man in the trenchcoat is Nick Valentine.
- Jossed to hell.
- Jossed, although only some of the companions (Cait, Curie, Danse, Hancock, MacCready, Piper and Preston) can be romanced.
- Jossed, you can romance companions as soon as you're out of the Vault and that they like you enough.
- Jossed. Confirmed Bachelor and Cherchez La Femme are not in the game.
- Jossed: No such quest exists. There is an option to adopt a child-synth designed as a replica of your son... by your son... if you choose not to side with the Institute.
- Jossed: The Pre-War section not only happened, as confirmed by the Vault-Tech Agent turning up as a ghoul, but plays a big role in the game's plot.
- I was just about to suggest a similar theme. They weren't caught at ground zero, so it's possible they survived the shockwave blast, and the player will end up meeting his son's great-great-great-great grandkid, who has built themselves up as some rather prominent figure among the Boston Wastelands, whether they're a raider or what-have-you.
- Alternatively, the spouse and child were also down at Vault 111 and they were released a couple of years before the Protagonist, allowing the Protagonist to see his child as a toddler.
- Unlikely. Considering Word of God says that you are the only survivor, that probably means your family didn't survive.
- Recall that Lying Creator is also a trope. Further, consider the Vault's number is 111. One man. One woman. One child.
- They could have survived but ended up become ghouls in the process.
- The most horrible possible thing would be that you find a feral ghoul that groans your name in shocked recognition and then attacks you screaming about how it can't be you, and you're forced to kill them. For added pain, the only things found when looting them are their wedding ring and a faded picture of you.
- ...Or they could have lived full and comparatively happy lives in the vault while you were frozen, and died of old age long before you're released.
- Take into account one thing: the creators said that the Sole Survivor's kid's physical characteristics would be based on those of the Sole Survivor and their spouse... but there is little to see about it when the son's a baby. However, seeing him as a toddler, or a young boy, or even a teen... there's a chance that the Sole Survivor might just yet meet their little boy.
- Confirmed: Shaun, the Sole Survivor's son, is the game's Big Bad, having been stolen from Vault 111 by the Institute 60 years before the game began — an event that saw the Sole Survivor's spouse and the rest of the Vault slaughtered — and reared by the Institute as one of their own. He became the genetic sourcepool for the subsequently-developed Synths and now leads the Institute.
- Confirmed to a certain extent. The information from Quake Con seems to indicate that Perks will now be assigned based on how many points you put into each stat. They won't be chosen when you level up, but just given to you automatically, based entirely off the stats you focus on the most.
- Kind of. Current info is that there are no skill points, but you get a perk every time you level, with what's available restricted based on your SPECIAL stats. The perks are mostly ones that actually have a direct effect instead of just "you have better skill with this ability", most have multiple levels, and you can increase your SPECIAL stats with them.
- Confirmed to a certain extent. The information from Quake Con seems to indicate that Perks will now be assigned based on how many points you put into each stat. They won't be chosen when you level up, but just given to you automatically, based entirely off the stats you focus on the most.
- Confirmed.
- Partially Confirmed, partially Jossed: the Spouse was murdered when the Institute invaded Vault 111 some 60 years before the start of the game, whilst Shaun, the player character's son, was kidnapped and raised by the Institute, to the point that when the Sole Survivor finally gets into the Institute, he's their leader.
- Alternatively, since it was played over a montage of the player shooting, beating and mini-nuking raiders and super-mutants to death, it may be the protagonist crooning about their new best friend in the wasteland (their weapon of choice, not their spouse).
- Confirmed, though it's not quite that easy or effective. Certain leg addons can make this easier and more effective though.
- If they do, he has to be a cigar-chompin', cat lovin', asskickin' badass who sticks with melee weaponry and has a custom Power Glove that is painted red, and is a follower.
- The fact that ghoul's vocal cords are damaged after the process of ghoulification may joss this. If the newcaster were a Ghoul, his voice would sound different
- They aren't always vocally wrecked. Moira survived it. Some ghouls even retain their hair fairly well. It's all in the luck of the draw.
- Not to mention Ron Perlman already has a pretty rough voice. Messing up his vocal chords might not make much of a difference.
- They aren't always vocally wrecked. Moira survived it. Some ghouls even retain their hair fairly well. It's all in the luck of the draw.
- Confirmed, Ron Perlman is the newscaster.
- Arkham, Dunwich, Innsmouth, Kingsport, an Expy thereof, or somewhere else firmly embedded in Lovecraft Country: Basically, think the Point Lookout DLC, but with even more ghoulish going-ons, along with possible debates over what's supernatural, and what's just mutated.
- The Pitt, Revisited: It'd be interesting to see how The Pitt will have developed between Fallout 3 and 4, and how the leadership of either Ashur or Werner affected its society.
- A trip up north to Canada: Just to see what Canadian society is like post-Apocalypse, and maybe learn some lore regarding the US occupation of the country during the Great War.
- Linked to the Pitt suggestion above, how about a trip specifically to Ronto? It's already been hinted / hyped at by Asher, who compared the Pitt's might to Ronto (alongside the Commonwealth's industry and Capital Wasteland's safety)...
- A trip to the British Isles, or to a migrant colony hailing from the region: Since Fallout 3 WMGs were going like crazy over how Evil Brit Alistair Tenpenny and Irish Colin Moriarty came to the Capital Wasteland, seeing how and why these migrants are coming to the Americas (along with possibly a tour of their home country, to see how bad it must be that they're crossing the irradiated Atlantic to escape it).
- Chicago. If the below theory pans out, and the Midwestern Brotherhood of Steel are major players, a DLC that takes us on a trip to the ruined (and supposedly deserted) city of Chicago, and Bunker Alpha, the Midwest BoS' headquarters.
- A return to the Capitol Wasteland. You won't get to explore the entire map, but you can explore Downtown D.C. Mr. 111 can team up with the Lone Wanderer (who can be customized and will be voiced) to take down an insane android who thinks he's George Washington.
- Considering that Vertibirds and airships seem more common in this setting, the number of potential DLC locations is massive.
- Methinks the obvious has yet to be said: New York. Picture exploring the ruined towers of Manhattan with your Power-Armor jetpack, leaping over the abyssal streets, delving into the ghetto of former Chinatown, and facing the mutated horrors of Central Park. References to Escape From New York abound, and the player finds themselves embroiled in a conflict between numerous tribes, each taking residence in various skyscrapers and periodically laying siege to one another.
- Batshit insane, no-way-they'd-do-it-the-controversy-would-be-too-large, but since 9/11 never happened in Fallout, the Twin Towers could be there. Also, maybe one choice in a quest would lead you to blowing the Statue of Liberty's head off and it rolling though the streets, leading to the protaganist commenting that it's a lot smaller than he imagined (the head was made over 100% bigger on the poster for Escape From New York). Maybe it could have been converted into a Humongous Mecha ala Ghostbusters 2.
- It seems very unlikely that New York still exists at all. It is the primary target of all the Destroyer-of-World villains in fiction. the city would be nuked to oblivion.
- Not necessarily. I think it was said somewhere that Washington DC was targeted by more nukes than any other city, being the capital and all, and it's still standing, for a given value of standing. Thinking militarily, New York would actually be a lower priority target.
- In reality, absolutely. In the Fallout universe, if there's a story they can tell that can use New York, they'll tell it.
- Batshit insane, no-way-they'd-do-it-the-controversy-would-be-too-large, but since 9/11 never happened in Fallout, the Twin Towers could be there. Also, maybe one choice in a quest would lead you to blowing the Statue of Liberty's head off and it rolling though the streets, leading to the protaganist commenting that it's a lot smaller than he imagined (the head was made over 100% bigger on the poster for Escape From New York). Maybe it could have been converted into a Humongous Mecha ala Ghostbusters 2.
- Another possibility could be a trip the to New California Republic, or rather the vicinity of and around the Lost Hills as part of an expedition with the Brotherhood of Steel (thanks in part to their new technological advantage). It'd be interesting to see both how far the NCR rebuilt their corner of the wasteland since Fallout 2 (which is also alluded to in Fallout: New Vegas) and the fate of the "original" West Coast Brotherhood, all while tying up the plotlines of the previous games. It could also open opportunities to reshape the local political landscape in a manner not too dissimilar to the Courier.
- Beneath the Earth. The last two games each had a DLC that evoked Sci-Fi or Fantasy B-Movies from the 1950s and early 60s. Fallout 3 had Mothership Zeta (alien invasion), Fallout: New Vegas had Old Wolrd Blues (Mad Science), so it would make sense for the trend to continue. A likely case would be the PC falling into a crack in the earth to a sort of underlayer. There they will fight Dinosaurs that make paleontologists cry (bonus points if they look like how dinos were thought to look in the Fifties), mammoths, sabertooth tigers, and encounter two different factions of Caveman that you need to negotiate a peace with in order to fight off the Mole Men. All while avoiding the hazardous lava-filled environment.

- It would be nice to know what happened to them (and what part of their story is canon).
- They seemed to be a small group with some history according to the Eastern BoS of Lyons, or they were greatly understated. I'd like to see them in Boston, but their territory probably won't lead them there from the looks of things. Legion would be too much of an annoyance.
- Jossed'. It's the DC Chapter.
- Jossed, you can at worst be rude and/or greedy, but true evilness is impossible unless you murder every person you see.
- Jossed: Vault 111 was raided and its inhabitants slaughtered, including the Sole Survivor's spouse, but not by super mutants. It was the Institute.
- Forgive me for being skeptic, but I must point out that the character was only given 3 intelligence (from a default of 1) in the preview video, but talked just fine.
- Jossed, SPECIAL stats only influence your scientific and overall "smart" skills. A character with low Intelligence or Charisma is respectively tech-ignorant and not persuasive, but not stupid.
- Jossed, see above.
- Confirmed: She's one of the Institute's head scientists.


- Alternatively, this will be subverted, the player's spouse chastising you and forcing you to continue.
- Or, another option, the employee will start to urge the player to reconsider as he closes the door, or insist that he finish his business before leaving.
- Confirmed. If you take too long in the prologue or attempt to wander off, you get nuked.
- Jossed. The male character (the soldier) does not know of Maxson. They do however meet a grown-up Arthur Maxson.
- There's only a definitely confirmed passing of 2 weeks at the start of Broken Steel. Other than that, for all we know, the whole game takes place within a couple days, as improbable as that seems.
- Jossed, the game takes place in 2287, 10 years after Fallout 3.

- Alternatively, the first update, a few days in, will add them before anyone has a chance to realize they weren't there at the start. It'll add "predictions" from after the game went gold to a bit before the first update. More will be trojaned in in every update, all being "predictions" set between the last patch and when the new one went gold, thereby scaring the shit out of everyone until the Fallout 4 GECK is released and they discover the trick.
- Jossed for now.
As bonus, the player could recognize the mentioning of Mr. House, as he was a very famous pre-war figure (being an expy to Howard Hughes and all). Maybe when the PC came across some Institute robots, they can mention to Institute members how they saw the robots in news or science show as RobCo's newest line of robots. And PC with high science/intelligence stat might even have some familiarity with Mr. House, and can opens some dialogue options with Institute member. Maybe corrects some misconception about Mr. House, starts a quest with an Institute researcher obsessed with Mr. House, or maybe recover Mr. House robot designs and build them (if the PC sided with the Institute).
- Confirmed: House is referenced by Deacon if he encounters Deezer.
Desert Ranger armor is an excellent choice in concealing the identity of The Couriers, thus respecting players
- Confirmed: The Brotherhood rebuilt Liberty Prime. You get to reprogram him to fight for the Brotherhood again.
- Sort of confirmed. You do meet someone from the Pre-War prologue as a ghoul, but it's the Vault-Tec agent who sold you a place in Vault 111 and who got refused entry.
- Not to mention that, in a random encounter, you can run across a pack of feral ghouls who were formerly your neighbours.
- Did we watch the same video? He was prying the thing off of a decaying skeleton. That plus the devs' insistence that he's the vault's Sole Survivor make me doubt that he'll have to kill anyone to get it.
- Jossed, you get the Pip-Boy from a skeleton in Vault 111.
- Many of them likely went to MIT. I doubt the Think Tank was too well known though, it's likely it was heavily classified.
- Jossed: The Think Tank is not mentioned at all.
- Jossed: Nope, it was just ordinary settlers.
- If that was the case, wouldn't someone be there to meet them?
- With the revelation that Codsworth is a companion, it may be that this is his purpose, to greet the PC after they exit the vault and track their progress, offering subtle pushing in the right direction if they stray from their purpose for too long.
- Jossed: The Sole Survivor is the original human being.
Bonus points if the now-ghouled individual who dropped the nuke on you is the Big Bad, and in the best endings it turns out your family and other models are in dreaming death too, with their reawakening being another step on the long road to recovery (as they remember the old world perfectly well, and can probably tell the Institute what they're doing wrong).
- Jossed: The Sole Survivor is perfectly human and the Big Bad is your son, stolen from Vault 111 by the Institute and now grown up into their leader by the time of the game. To say nothing of the fact that this technology is far beyond what Pre-War America had available to it; before the bombs dropped, the best that America had were the Robobrains, Mr. Gutsies and, in secret labs, the prototypes of Forced Evolutionary Virus horrors like Deathclaws and Super Mutants. The synths weren't created until well over 140-150 years after the bombs dropped.
- They would if they repurposed the ship for exploration purposes. Those rocket boosters could get them over the Atlantic.
- Jossed, the Constitution rams itself into a building after takeoff. The Prydwen is destroyed however by a bomb in it, a hacked Liberty Prime or an artillery strike from the Minutemen depending on the ending you choose.
- Dogsmeat — Confirmed
- Codsworth — Confirmed
- A supermutant/nightkin: Marcus, Fawkes, and Lily are all very popular companions throughout the series. Would make sense that they give us another token mutant.
- Confirmed, a super mutant Defector from Decadence named "Strong" appears as a companion.
- A ghoul: Raul and Charon set precedent here.
- Confirmed, a ghoul wearing a redcoat uniform and using the pseudonym "John Hancock" is a companion.
- A member of the Brotherhood of Steel: Another tradition.
- Confirmed, a Brotherhood Paladin named Danse appears as a companion.
- The redhead in the arena seen in the E3 trailer.
- Confirmed; her name is Cait, and she's a drug-addled Irish pit fighter.
- An android: Because at least one character needs to be.
- Confirmed in two cases, the first being a prototype self-aware synth named "Nick Valentine" who works as a private eye, and the second being X6-88, the latest and most advanced synth created by the Institute.
- Additionally, a third is a higher-functioning Mr. (technically Ms.) Handy robot uploaded into a braindead synth, and a fourth is a Tomato in the Mirror and is the Brotherhood companion above.
- So basically, you hit the mark on all of these! Either you've got 10 LCK, you're a psyker, or you work at Bethesda. Whichever it is, congrats!
Picture a small, secluded bunker wherein the last remnants of the Enclave have gathered. They've grown increasingly paranoid due to their isolation, but are still bent of restoring America to its former glory. Since the player character is from the actual Pre-War world, they have a unique standing among them. The rank-and-file view them with a sort of reverence, an example of America's former glory, and the leadership are keen to utilize the player's Pre-War knowledge and skills for the Enclave's benefit.
The player can choose to either join the Enclave wholeheartedly and begin cleansing the wastes in the name of America posthaste, or they can try to convince these misplaced patriots that there are other ways. There would be numerous sympathetic NPCs for the player to interact with (and possibly recruit as companions), and to get a sense of where the Enclave as a people are coming from. Their genuine love for America would become a major theme, and the player could either feed that fervor or point out the many faults in their idealized vision of what America was truly like.
In the end, the player would have a face-off with the Enclave leader(s), either because they are tired of doing all the work for them and think they would make a better reclaimer of America, or because they want to try and change the Enclave's course. Both of these paths can be handled with either violence or reason, and are dependent on the player's interactions with everyone else in the bunker. Either they have the man and firepower to stage a coup, or they have influenced enough minds for the leadership to see the light, as well.
Either way, democracy is served.
- Jossed, the Enclave makes no appearance whatsoever aside from a few suits of their X-01 Power Armor. However, the only "good" faction in the game, the Minutemen do espouse all the good ideals of America, use the patriotic songs from Enclave radio to attract people to settle in safe zones they control, don't discriminate against ghouls and have no ulterior agenda except to help people.
- Jossed
- Confirmed; while there are some slightly unusual haircuts and colors in character creation, most are relatively normal. Barbers in the wasteland can provide more outlandish styles and colors for the character.
- Interesting possibility, but it's very likely that the 'immortality' is just something along the lines of the companions in New Vegas on normal difficulties only getting incapacitated in combat, and getting back up again after the shooting's over.
- Jossed: Dogmeat's immortality is pure Gameplay and Story Segregation; all Companions are immune to dying.
While they are unconscious, however, they are all taken into the Vault by its scientist staff, and immersed in bio med gel before being cryogenically frozen. The Fallout world already has precedent for this procedure. They were intended to be kept in this state until they were fully recovered, in essence brought back from the dead, and then unfrozen. Exactly when and how they could safely be unfrozen, however, is unknown to science, thus the scientists use the subjects to test various methods of revitalization. Like the unfortunate Dobbs, many of these subjects disintegrate shortly after being unthawed, but their deaths serve as data for the next iteration of unthawing, and the cryo pods are reprogrammed accordingly.
Time passes, and close to 200 years after the bombs fell, the scientists unfreeze the player's spouse, and finally achieve success. The spouse is alive, but are then faced with the knowledge of their unnatural fate, that the player's vital signs still show that they are dead, and that they will be subjected to further inhumane testing. Knowing all of this, they decide to escape. Their flight deals considerable damage to the Vault, much like James' exit from Vault 101, but in this case it proves to be fatal, as what staff aren't killed in the escape succumb shortly thereafter.
Decades pass, and eventually automated systems read that the player's life signs are stable enough to attempt unthawing them. Thus the player awakens to a deserted Vault as its apparent sole survivor, and begins their quest to find out what happened. Their spouse, of course, has already lived out a lifetime of hardship in the wastes, and when the player finds them, it's just one more heartache to add to the pile. And as to the fate of their child, well, neither of them knows what happened to little Shaun, thus setting up the child's status as the final key to the plot, whatever that may be.
- Partially Confirmed, partially Jossed: the Sole Survivor and their family were indeed taken into Vault 111 and placed into cryo-stasis. However, the rest of the Vault's occupants are massacred, including the player character's spouse, when the Vault is raided by the Institute some 140 years after the bombs drop. Thus the player wakes as the Sole Survivor. They do get to find their son... as the current leader of the Institute...
- Bethesda's post about her on Facebook
and here is
◊ a mirror for people who don't want to use Facebook
- This has been confirmed since Quakecon, so... Great?
- I am the OP of this WMG. To be quite fair, I tend to avoid as much info as possible, so I was not aware of that being confirmed.

- War Never Changes — obviously we know you will escape the great war
- Jossed, it's for entering the wasteland.
- When Freedom Calls — you will meet Preston Garvey who then ask's you to aid in a battle of some kind
- Confirmed.
- Unlikely Valentine — likely you will become a mobster of some kind.
- Jossed — the name of the quest refers to Nick Valentine.
- Reunions — you will reunite with your child... however I don't think it will be sunshine and rainbows.
- Jossed — the quest is headed this way, but you only find Kellogg, the spouse's murderer and Shaun's kidnapper
- Dangerous Minds — You will fight a psychic or psyker.
- Jossed — You journey into the mind of the man who killed your spouse and kidnapped your son.
- Hunter/Hunted — You will be hunting rogue androids.
- Zigzagged — you have to hunt a Synth Courser to steal his guidance chip to infiltrate the Institute
- The Molecular Level — this may seem a bit tough to guess...but my bets are on shrinking
- Jossed — You Build a teleporter to travel to the institute.
- The Nuclear Option- you are going to blow up city hall (for what reason, i have no clue)
- Jossed — You blow up the Institute when siding with either the Minutemen, Railroad, or Brotherhood.
- Institutionalized — Potentially be placed in a mental ward still running after the apocalypse?
- Jossed — You Get acquainted with the people in the institute.
- Mankind Redefined- Either you are going to push for rights of androids or clones to be viewed as people
- Jossed — The quest is about Father naming you as his successor as head of the Institute
- Powering Up- release androids from their masters
- Jossed — You upgrade the Diamond City Radio transmitter so that the Institute can broadcast your speech, and you activate the Institute's reactor.
- Nuclear Family — Watch your son die of old age.
- 'Semi-Confirmed, albeit it's of cancer instead of old age.
- The First Step — able to join the Minutemen.
- Confirmed
- Taking Independence — You will lead the minute men to victory against the enemy (Brotherhood of steel?)
- Confirmed, said enemy is the Mirelurk horde that took over their base.
- Old Guns — get old guys (potentially ghouls) to fight for the minute men
- Partially confirmed, it's actually about rebuilding the artillery cannons of the Minutemen after retaking the Castle
- Semper Invictus — Join the Brotherhood of Steel
- Confirmed.
- Blind Betrayal — I guess either betray the Brotherhood, or kick out the traitors, or eliminate the outcasts? (this one has me confused)
- Confirmed — you hunt down a traitor.
- Ad Victorium — (might sound crazy) you win for the Brotherhood with the help of Liberty Prime (or another giant robot).
- Confirmed.
- Tradecraft — Join the Railroad (group for the freedom of androids)
- Underground Undercover — discover a conspirator in the railroad (potentially join them?)
- Confirmed, it's about joining the Railroad.
- Rockets' Red Glare — Blow up a airship (whose can be anyone's guess)
- Confirmed: you can blow up the Brotherhood of Steel's airship in some endings.
- Sanctuary — I guess make the stronghold Preston Garvey lives in a nice place?
- Confirmed
- Never Go It Alone — While not a story achievement the silhouettes hint at possibly a protectron and ninja companion
- Jossed - it's for recruiting 5 separate companions.
- ...The harder they fall — Giant creatures are confirmed (I guess supermutant behemoths, Giant molerats, a Giant radscorpion, a mirelurk queen, or even a truly huge deathclaw (or a rodent of unusual size)).
- Confirmed, you get this one by killing several giant creatures such as Mirelurk Queens and Behemoths.
- Homerun/touchdown- You can play sports (not much else)
- Jossed — Touchdown is for dying by getting a Mini-Nuke launched in your face, specifically by a Super Mutant Suicider
- Prepared for the future- You decide the fate of the Commonwealth...however I am certain a new threat begins to emerge that will be explored in a broken steel esque DLC
- Confirmed - it's for completing the quest line of the faction you choose.
Combined with the psychotropic visions seen under the effects of the Children of Atom in Far Harbor, in the lower areas of the Dunwitch Bores, the Dunwitch Building in the Capitol Wasteland, and a myriad of other small things the evidence all fits. This may also explain why an outside force like the Zetans who are clearly advanced but appear free of radiation based tech were studying humanity, assuming they could precieve the unknown horror manipulating us it might have been of interest to them to see how we operated under its influence.
- He is investigating the Mysterious Stranger, so maybe that's why: he recognizes his own body movements from the outside on some subconscious level, and finds it incredibly uncanny.
- Or maybe he's the ghost of the original Nick Valentine?
- Unlikely. The Minutemen were apparently founded around the 2180s, well before the Enclave came to the East Coast.
- Confirmed by Virgil, who grew a conscience after spending the better part of a decade's on FEV experiments on abducted wastelanders and defected. You can find his former research lab within the Institute.
Deacon knows more about the institute than others in the Railroad. And will even bat for you for no real reason. Or stalks you incessantly. And his investigation of the past seems wierd unless he had good reason. It is dismissed because he seems to be letting sentiment lead him, when he actually calculates that Father might get maudlin, and that after their disagreements there is no way he'd go back even if there was any possibilty he'd get invited back. So he likes you and of course he's not a romantic option. Deacon is only listened to now because he wasn't before, despite being reasonably up in the ranks. The distrust? Ex-institute and he warned about the cost of letting someone in.
Why ex-institute. Fell for someone. We can see some institute members see the synths as alive. It's rare but a few do.
- It has to be like this. The Shaun in Kellogg's final memory is twelve at the most. Father is (by his own admission) 60 years old. If Kellogg had been last seen with the boy 50 years ago, Nick surely would at some point have said "by the way, if this was Shaun, he is an old man now, and if Kellogg is human he probably died already". I assume "some time ago" is at the most a year. I would go so far as to say that the only narrative reason Synth-Shaun exists is so that Kellogg's memories don't create a plot-hole, and still preserve the surprise of what happened to Human-Shaun.
- It would also explain how Arthur Maxson got his hands on the Prydwen airship, as there was no evidence of it in the possession of Elder Lyons during his reign.
- Sort of.. Fallout 3 terminals and New Vegas dialogue with Veronica both indicate that the East cost chapter never broke contact with West coast branches. All chapters of the Brotherhood maintain contact with each other and share information unless they are on radio silence like the lock down in New Vegas. Even though the East chapter had broken several Brotherhood traditions, they weren't ever removed from the Brotherhood and the west continued to provide them with information about the Enclave.
- The Minutemen do not HAVE TO destroy the Brotherhood. If you can get the Brotherhood mad at you, you can get a quest from Preston Garvey to blow up the Prydwen.
- This is all but confirmed canon; Dogmeat from Fallout 2 is the same as in 1 (Easter Egg or Timey-Wimey Ball, take your pick) who somehow sired the line that leads to Dogmeat in Fallout 3. Unless it's directly Jossed in-game it's safe to assume Status Quo Is God.
- Jossed: No such DLC was made.
- Jossed: No such DLC was made.
- This could also mean that Nora's the Fallout equivalent of Alex Mason.
I have a theory. When you go in to rescue Nick Valentine, it's overrun with Triggermen — ghoulified working-class gangsters descended from a corrupt labor union that won Vault 114's contract. It was a political favor for Skinny Malone's ancestor, granted by Boston's corrupt pre-war Mayor with Enclave ties (you know, the one who built a lavish shelter for himself on the taxpayer's dime) in exchange for mafia services to intimidate whistleblowers and extort his opponents. The vault's revolutionary "Eat The Rich" experiment was shaped by the union's cynical left-wing ideals in a hyper-Mccarthyist America where the Labor Left had been repressed to criminal margins — which Vault-Tec played along with For Science!. Sometime along construction when it became apparent that nuclear war might actually happen soon, the Triggermen slowed progress to a crawl, staging regular sit-down strikes to further their billion-dollar scam and obtain a shelter they otherwise wouldn't be able to secure admittance to. They stashed away rich peoples' most treasured assets in advance, sat on their asses sipping beer while the bombs fell, and sealed off the vault leaving the pigs to die in nuclear hellfire with the rest of the unwashed. So long, and thanks for all the priceless art.
- Partially Confirmed. The Children of Atom became violent because of the Brotherhood of Steel, but because they saw them as degenerates who must be purged. There is so far no indication that the bomb in Megaton was taken away.
- The Brotherhood would simply not leave a dangerous and valuable piece of pre-war technology just lying in a pool of water in an urban center that they claim. They go to war for less, so it's safe to assume the giant nuclear bomb has been relocated, or worse used.
- And no, they do not see any irony or parallels between themselves, and those jumped-up raiders who called themselves 'Caesar's Legion.' Also no, having that long, winding and *vulnerable* supply line back to the East is not a weakness and certainly nothing like the strategic mistakes made by the Legion.
- A NCR-like organization did exist in the Commonwealth, which tried to unite it like the NCR did for California, but it fell apart quickly due to the Institute replacing their leaders with Synths to crumble it fromn the inside. They're afraid of it because it already happened.
- A related possibility, given Director's Recording #52, some of Father's dialogue and that one loading screen, is that the Institute originally encouraged the Commonwealth Provisional Government in part because they had heard of the NCR being formed in California (maybe even just the negotiations, if the 2180s dating for the CPG is accurate), but when things fell apart and it no longer seemed possible for the Institute to be a key part of an NCR-like entity, they cut their losses and began to oppose it as a potential threat to themselves.
- Kellogg was a child in California when the NCR was first founded and traveled to the Commonwealth after some time spent under its government. It is not at all hard to believe he may have informed the Institute about the NCR, though he may be unaware of its status since he left over sixty years ago.
- A NCR-like organization did exist in the Commonwealth, which tried to unite it like the NCR did for California, but it fell apart quickly due to the Institute replacing their leaders with Synths to crumble it fromn the inside. They're afraid of it because it already happened.
- This is actually very similar to what occurred with the Colonial Militias during the real-life Revolutionary War. While the "Minutemen" seem to be one big organization, they are actually pretty much made up of a conglomerate of different community militias (described as such in the in-game backstory). The have their own command structures, etc, and while they "technically" fall under the command of the Castle and the General (read: you) and work together when facing large-enough threats, they functionally have enough authority to tell you, and other Minutemen groups, to stuff it if they want to.
- Actually, getting assigned hard work no matter how good of a job you do overall seems more like they know you're the best person for the job and give it to you for that reason, as opposed to disrespecting you.
- Not to mention that while people do recognize Preston Garvey when he shows up, by introducing you as the new General when the Lone Wanderer goes to help settlements, your trusty friend is building up both your reputation and prestige. If you are going to actually lead the Minutemen, they must know you as both compassionate and capable. Running around the Commonwealth fixing problems will do the trick.
- Or s/he pulled a Screw This, I'm Outta Here once Lyons died and Maxson rose to power, beamed up to Zeta and is now wandering the Galaxy.
- I could see that. S/he gathers up all the followers like Sarah after faking her death (I can dream, can't I?), in the Zeta's bridge and asks "What should we do next? Something good? Something bad? Bit of both?" before blasting off to new adventure.
Fast forward to F4, when the Brotherhood has essentially become Enclave Lite. If Three Dog were around, he would definitely be screaming his head off about ghoul oppression, military expansionism, android rights, political self-determination for the Commonwealth, etc. It's even possible that he was 'silenced' by the BoS for his outspokenness. Further, if Three Dog was still around, you'd expect the BoS grunts to occasionally be like 'That radio DJ sucks, man. God, I miss Three Dog.' The logical explanation would be that he was killed in the Super Mutant uprising that got Sarah Lyons killed and saw Arthur Maxson rise to power, or he left town with/was killed by whatever made the Lone Wanderer leave. Without his broadcasts constantly telling everyone who doesn't want to listen to violin solos and public-domain marching music to be good people and not be jerks, the Brotherhood reverted back to its original goals and mindset, though with many of Lyons' reforms in place.
- That's actually confirmed in-game if you try to get into the airport after the Prydwyn arrives, but without completing Fire Support. Nora trying to talk her way into the base will result in something along the lines of "I'm familiar with military installations, my husband was a soldier."
- Wouldn't it make them forget about how to get into the Institute as soon as they learn how to do it due to the security protocols ? And where would be the real one ?
- Subjective evidence:
- The pre-game Sanctuary 'memories' do not quite match the post game sanctuary. Minor color changes, pregame sanctuary has no names on mailboxes et al.
- By the same token pregame memories of Shaun's kidnapping and your spouses murder do not quie match Kellogg's memories of the same events.
- Lastly, you can use VATS prior to finding a pipboy.
- Objective evidence:
- There is a railroad observation post overlooking Vault 111, with a Railsign 'ally' marking.
- It is common knowledge, confirmed by both PAM and Diamond City Radio, that Vault 111 is a 'dead' vault and it is unexpected to see someone escape.
- Deacon 'stalks' the protagonist throughout the commonwealth prior to their finding the Railroad. Diamond City, Good Neighbor, and Bunker Hill are known instances.
- Theory
- There are aspects of the plot that don't hang together well. I think this is because it was never intended to hang together well.
- The Top of the line Institute Synth is a Courser, but despite the Institutes expertise, they can't just 'manufacture' a courser, or even a synth that will definitely qualify as a courser. Out of all their synths they have to test them, train them, occasionally fail to train them, and get some small percentage of successful Coursers.
- The Sole Survivor is a prototype Gev IV synth designed to 'upgrade itself' to become a courser with a more consistent system than the current 'training' system. The memories are intended (in the fashion of Bester editing Garibaldi's mind) to be a motivator that will drive this synth to hunt down the Institute via the Railroad, and then betray/destroy the Railroad as a second punch in case the Railroad survives the attack on the switchboard. Possibly with a side of 'And kill Kellogg' from Shaun.
- Due to his position 'Patriot' found out about this attempt, and subtly sabotaged the programming/recall code, as well as getting word out to the Railroad that 'something' about a new synth being planted at Vault 111 was going on, but didn't know the full details, just that a synth was being planted to investigate the Railroad.
- The Railroad gets this info from an escaped synth, and sets up a post. Deacon is on watch when the Switchboard is hit, and is going back to the switchboard to save friends when Vault 111 is opened when it becomes honest there are survivors despite their best efforts, and you're released. By the time Deacon returns the Synth Survivor is on the move, and Deacon is playing catchup.
- By the time Deacon caught up the Railroads original 'recruit this 'supersynth' directly out of the vault' plan was flushed down the crapper and he is watching you steadily to see what happens as you start unlocking your internal governor over time and accessing your Courser IV built in 'I don't even need to breath under water if I don't feel like it' abilities. By the time you find the Railroad He feels confident that Patriots sabotage of your programming was effective and is quietly signalling Desmodena both that this is the synth Patriot warned us about' and 'I don't think she's controlled, but tell you what, let me see what happens it I take her to the switchboard an area swarming wit Institute Gen 1's.
- This was a closely held secret — only Desmodena, Deacon, and (possibly) Carrington ever know. To prevent PAM from calculating things that would tip off the Institute that the Railroad was aware they never even told PAM, who still doesn't understand how someone crawled out of a known dead vault.
- The idea that it was abandoned just because the game doesn't spell it out in all caps is, honestly nonsense. You don't even have to be some super special gen 4 synth because the Institute's gen-3 coursers are also trained and not just fabricated. There's a ton of minor tomato in the mirror moments in the base game and the main reason people don't want to admit it is the same reason people think whether synths (esp. gen 3s) are really people is a question the game asks rather than something it states quite clearly and loudly as fact. The literal only good rejoinder to it (recall codes) is easily addressed by the fact that Father' "mother" not only exists but is also out and about is a secret to a degree that Institute researchers aren't even aware of it, and the experiment relies on the same level of keeping you in the dark as with Shaun.
- Jossed, it's stated that Gen 3 Synths are unable to procreate.
- Please let this happen. We need a wizened old Goris talking about his glory days when he was still flexible enough to fit into The Alleged Car of holding and how he bravely held the line against Marcus's farts.
- Jossed.
- Kids being breed for perfect genes as well as military proficiency. Gunners are found in the Vault in game. Gunners seem to have an endless supply of weaponry and the vault was noted to have a larger than usual armory. All of the pieces add up it just does not outright say it.
- That seems to be the heavy implication. It also fits the training that the Vault 75 subjects were given that the Gunners, despite individual toughness and skill, seem to be less coordinated even than Raiders, with less tendency toward taking cover, laying down suppressive fire for each other, or fortifying the areas they occupy. The Gunners, unlike one would expect from a mercenary group actually modeled from (or founded by rogue/surviving members of) the US Army, seem to have little grasp of actual rank structure, with 'rank' awarded on individual skill and toughness rather than actual hierarchy, with higher-ranked members leading groups of lower-ranked ones.
- Jossed. One DLC has you taking down the Mechanist and hunting Robobrains, a second DLC has you dealing with a volatile situation on an island between its inhabitants and Children of Atom with synths caught in the middle, a third has you assisting (and potentially sabotaging) a Vault Overseer with her experiments, while a fourth DLC has you become a Raider overboss in a theme park. Other “DLC” just give you craftable items.
- None of the ending slides for the New Vegas {DLC}s were voiced by Perlman. Dead Money was narrated by Father Elijah, Honest Hearts's epilogue was narrated by Jed Masterson & Old World Blues' ending slides were voiced by Dr. Mobius. The fact that Ulysses gave the epilogue for Lonesome Road instead of Ron Perlman doesn't make it stand out from the others.
- A Sea Focused Expansion
- Jossed
- A Trip up North to Canada, now a frozen wasteland.
- Jossed
- A chance to clone your dead Spouse.
- Jossed
- The following will be playable according to the faction you sided with
- New York Minute: Lead a squad of Minutemen deep into the NYC subway network to retrieve a yuge stash of pre war money. This will help make the greenback the official currency of the Commonwealth.
- Jossed
- Train Kept'a Rollin: Lead a Railroad team north to the Quebec border to retrieve the only working fusion core powered high speed locomotive and escort it back to Boston.
- Jossed
- Metal Meltdown: Lead a Brotherhood squad into a trog infested suburb of Pitt to retrieve the most powerful gun ever built — a gun that fires a jet of a molten amalgamation of iron, tungsten and uranium
- Jossed
- Diary of a Madman — recruit Jack Cabot into the Institute (or alternatively capture and detain Lorenzo there), discover an old diary Lorenzo kept of his travels to the alien city, then take a team of scientists and coursers there to explore that city to unlock its secret behind telekinesis.
- Jossed
- Companion specific DLC quests
- Stove-Piped — Piper informs you about cooking stoves in your settlements that have been randomly exploding and killing settlers. Scavenge the stove's remains to pick up clues — and discover a deep dark secret that one of your settlements will go to any lengths to keep hidden.
- Jossed
- Dessi-Caited- Cait suddenly starts feeling dehydrated, starts losing bodily fluids at an alarming rate, her skin starts flaking off and drying up. Race against time to explore all Vaults in the Commonwealth and discover Braun's most sinister experiment yet — one that ties in all the experiments in 95, 81, 76, 112 and 111.
- Jossed
- The Princess Diary — Travel with MacCready to the Capital to visit his son — only to find the boy being "cared" for by MacCready's old rival Princess in Tenpenny Tower. Enter a world of lies, secrets and intrigue as Princess concocts a diabolical revenge on Lamplight's former mayor.
- Jossed
- Curie-osity — Curie began shaving flashbacks of her synth host's former life. Piece together those memories to uncover a diabolical Institute experiment involving that synth and the one known as Glory — one whose after effects must be stopped quickly before it eradicates the entire Commonwealth.
- Jossed
- Ghoul Interrupted — Travel with Hancock to Cape Cod to recruit a beachfront ghoul settlement into the Minutemen's cause.
- Jossed
- Doggone Robot — Wake up one day to find Dogmeat and Codsworth missing. The fact that both of them vanished at the same time tells you something is fishy. Solve the mystery by digging into your dead spouse's past — and uncover an old secret with far reaching consequences.
- Jossed
- Danse Macabre — Danse stumbles onto a skeleton and suddenly activates a hidden memory about the corpse he just found. You later discover that the corpse is of a human named Danse. Dig into the original Danse's past and discover the reason why his memories were implanted onto synth Danse. In the process, discover the sinister reason why Danse was originally sent to Rivet City.
- Jossed
- Now that the Creation Club is online and "quests" can be created to obtain certain items (power armor in particular), the following Powered Armor retrieval quests will be created.
- Corvega Power Armor, which comes with a pre-installed jet pack, Kinetic legs that reduce AP cost and increased sprint speed. A newly inducted Atom Cat sends you to the Corvega plant to find this armor, but a clue at that plant leads you into the Glowing Sea to track down its now ghoulified thief.
- Inquisitor Power Armor affiliated with the Children of Atom. Find a holotape on a random corpse in the Crater House or alternatively receive the quest and holotape from Grand Zealot Richter Richter and find this Powered Armor by taking the boat to the crater that once used to be New London Connecticut. Explore the Electric Boat Inc submarine production factory and find the Nuclear Damage Controlman's Armor — a power armor with built in lead lined pieces, Rad Scrubber helmet, and modified Tesla braces in its arms that release radiation blasts instead of electricity.
- Gwinnett Restaurant Bouncer Power Armor which has the Gwinnett livery. Explore the brewery to get a location for this power armor, then head to a location called the Gwinnett Social Club west of Vault 111. Win their drink’n’brawl contest to be awarded this Power Armor and paint job.
- Poseiden Energon Power Armor. Obtain holotapes located in all Poseiden facilities in the Commonwealth to get the Poseiden Energon mod for your power armor. This mod gives you the same invincibility that Colter’s power armor gives you in the Cola Cars arena, except that in this case, you must be at a settlement and be plugged in to a fusion generator via a special craftable port.
- New York Minute: Lead a squad of Minutemen deep into the NYC subway network to retrieve a yuge stash of pre war money. This will help make the greenback the official currency of the Commonwealth.
- Jossed
- Jossed
- Jossed
- Jossed
There is the possibility that the Institute is lying about their intentions, but there is reason to believe them when they claim otherwise. Enter Nick Valentine. As opposed to all other Synths, 3rd Generation or otherwise, Nick's programming isn't the result of the Institute in its present incarnation, but rather the result of a Pre War experiment. How is that relevant? If you get Nick's affinity up high enough, he'll mention that he first came online in a garbage heap, meaning the Institute never turned him on or tried to operate him normally. They succeeded in transferring a data copy of a person's mind into a Synthetic body...and then just disposed of it? Why go through the trouble? Because sentience is something the Institute is deliberately trying to avoid. Before even turning Nick on and judging for themselves how he was, they scrapped him the moment they realized he might be more than they had intended. It was only good fortune on Nick's part and bad oversight from the Institute that he came on at all, something which is certainly in line with the Institute's MO.
- Jossed. In the Far Harbor DLC, you meet an older prototype Gen-2 synth named Di-Ma who predates Nick and is quite smart. In fact he even has a Manipulative Bastard side to him.
- Perhaps Arcade and some like minded supporters?
- Jossed
- Jossed
- This entire concept is implied throughout the series. The vaults were supposedly to gather data to help create slower-than-light Generation Ships when the Earth finally dried up. That the nuclear war came, and the Vaults miraculously were built to-specification, was a surprise to all but a few.
Ships:
Oceanside settlements can build docks, which allow for the construction of several unique vessels. The base hulls are:
- Ramshackle raft
- Ramshackle barge
- Ramshackle yacht
- Rebuilt Tugboat
- Rebuilt Cargo ship
- Rebuilt Speedboat
- Rebuilt Cruiser
- Rebuilt Battleship
- Enclave Patrol Boat
- Enclave Submersible
- Enclave Destroyer
- BoS Corvette
- Institute Barge
- Railroad Stealth Submersible
- Minutemen repurposed USS Constitution
These vessels can be modified in regards to rooms, decor and weapons. These ship must be crewed with settlers. Ships can also be built and assigned tasks for the AI. These can include
- Hunting Pirates
- Scavenging
- Whaling
- Trading
COMPANIONS:
- Scar- Intelligent Deathclaw
- Sarah Lyons- Human Mercenary in early stages of Ghoulification.
- Vincent Chase- Enclave Super Soldier
- Artemis- Enclave AI
- Ishmael- Raider captain
- Sharptooth- ???????
SCAR:
The eldest son of Karloff, and the closest thing the reef has to a mechanic, Scar is an intelligent deathclaw. Scar's young have not retained his intelligence, and when his path crosses the sole survivor Scar enlists their help in finding a way to prevent them from becoming a threat to the reef. In combat scar uses a Shoulder mounted Gatling laser, plus his own personal strength to fight.
Companion Perk: "Savagery" Gain enhanced Melee and Unarmed damage and crit chance.
Companion Quest: Find a way to save Scar's cubs.
Rewards: Scar's perk
SARAH LYONS:
The former Brotherhood of Steel Elder, her vertibird was shot down over the potomac river. Presumed dead by the brotherhood, Lyons was found by a group of slavers and sold to the Pitt. After 6 months working in the Pitt, Lyons won her freedom in the arena, and left the city behind. She wandered the wastes for 7 years, before settling down in Diamond City. The once mighty elder of the brotherhood, can now be found in the Dugout Inn. Intensive radiation exposure has begun to turn Lyons in to a ghoul. Lyons can be hired on as a mercenary. Lyons uses a plasma rifle as a weapon.
Companion Quest: Find a radiation treatment to stop Sarah's ghoulification. Whether or not she gets it is up to you.
Companion Perk:
Human Sarah gives the "Connections" perk which grants better deals on buying and selling
Ghoul Sarah gives the "Radiation Immunization" perk which lowers the health damage caused by Rad exposure.
ARTEMIS
Artemis is an Enclave advanced assaultron AI. Assigned to you (Or hacked to obey you), Artemis uses standard assaultron gear in combat. Aside from being given a somewhat sarcastic personality and being incapable of disliking/liking your actions, Artemis can also be given a Sentry Bot chassis to inhabit.
Companion Perk: None
Companion Quest: None
COLONEL CHASE
An Enclave Super Solder, descendant of General Chase. He volunteered for enclave F.E.V experiments to make super soldiers. While not on the level of Frank Horrigan, he's still a super mutant in power armor. Chase accompanies the player should they choose to side with the Enclave. Chase is equipped with a set of unique Power Armor, permanently grafted onto his body. He also carries a Heavy Incinerator cannon.
Personal Quest: None.
Companion Perk: "Last man standing" If your companion has been downed, gain increased HP and AP regen.
ISHMAEL
A Member of the Longshore Barons raider gang, he'll accompany you on your travels if he is impressed. He captains a warship, and lost his leg, arm and eye to a great ghoul whale: Ol'Peg, and bears a grudge to this day. Uses a spear gun in combat
Companion Quest: Find Ol'peg and kill him
Companion Perk: Captain On Deck. Increases the effectiveness of your Ship's crew.
SHARPTOOTH
Sharptooth is an Enigma. He/She just walked into goodneighbor one day. It looks like a feral ghoul, emaciated and elongate. But on closer inspectation, it isn't. Sharptooth has a Fanged maw, sharp claws, it's eyes are red and it seems to emit cold. It's a confirmed cannibal, and is shifty even for goodneighbor. Sharptooth is good conversation though, and if persuaded can join your cause.
Companion Quest: None
Companion Perk: "People Eater" gain a temporary +1 increase to all special stats after consuming a human.
FACTIONS:
THE REEF is a town built on a bunch of wrecked ships. Home to a small pack of Intelligent Deathclaws led by Karloff and a few other settlers. If joined, will start uniting settlements under their flag. Currently in open hostilities with the institute and the enclave, while still bearing old grudges against the minutemen. Cannot coexist with the Enclave, Longshore Barons, Minutemen or Institute.
LONGSHORE BARONS, a group of raiders who have fallen on hard times. The Longshore Barons tend to model themselves off pirates, and are led by Tren the Mighty, (Who you must Usurp) the player may join up with the Longshore Barons to rebuild their success and build encampments. Can't coexist with the minutemen, the reef, railroad or brotherhood.
THE ENCLAVE are in their eyes, the last remaining americans. Following a crippling series of defeats in California, D.C and Chicago, the enclave have spent 7 years restoring an old US dreadnought to working order and capturing slaves, to mutate into grunts for their army. They can coexist with the institute and the Longshore Barons.
SEALIFE:
Lockjaw Dolphins are deadly predators that inhabit the Boston bay. They mostly attack swimmers and small fish. Harmless to mariners. The meat is surprisingly tasty, and thus fetches a fair price.
Sawblade Fish are mutant Mako Sharks. Their jaws rend their prey apart and these fish are insanely fast. They will also take chunks out of smaller boats. Their meat doesn't sell as well as the Lockjaw's but their Jaws are insanely valuable to the more privileged Wastelanders. Consider them the deathclaws of the sea
Ghoul Whales are the toughest thing in the ocean. The outer shell is resistant to even fat man explosions and the immense amount of strength they put into their charges can devastate boats. The meat is incredibly rare, and sells extremely well. Considered a giant enemy.
Some unique characters you will encounter are:
Santa Claws — deathclaws that reside in the North Pole.
BeoWolves — mutated grey wolves.
Neptunus Wrecks — a super mutant behemoth that developed gills and lives in shipwrecks on the ocean floor, dragging sea faring victims down to feed.
River Reavers — feral ghoul Reavers that live in the Amazon mouth.
Bear Sterns — Very stern looking Yao Guais from Manhattan.
- Jossed
- Jossed, although Far Harbor does wear its Lovecraft influences on its sleeve...
- Jossed
- Partially confirmed. The Mechanist DLC features Silver Shroud enemy The Mechanist, and the Sole Survivor can interact with them in-character if encountered while wearing the Silver Shroud Armor, and Nuka World has some Silver Shroud dialogue lines.
- Or a similar military law service. Explaining why she's intimately familiar with firearms and command structurenote but not to the degree that Nate was. As to why her dialogue refers to Nate as "the soldier" she might have retired, or been discharged when she got pregnant, or perhaps military culture in the Fallout universe is far more divided and dismissive of other branches.
- Correct that all non-Combat Arms-branch soldiers go to the same Basic Training which teaches them the same marksmanship, land navigation, and other military basics. That training would definitely explain why Nora is capable of operating weapons efficiently even at level 1. It's quite possible she was Army CID or a Regiment-level (as the Fallout US Army seems to have a Regiment-based rather than Brigade Combat Team-based structure, as it did in the '50's) legal advisor; which could also explain how she met Nate. As to why their proficiencies are equal on the outset (when Combat Arms soldiers like Nate receive further training, and additional training from their units in addition to combat experience) simply seems to be a gameplay mechanic, and, lore-wise, Nate would be the combat-focused, power-armor-using fighter archetype while Nora would be more the smooth-talking, bartering and possibly sneaky diplomat/thief archetype. She probably just refers to Nate as "the soldier" simply because in the '50's even moreso than in the modern Army, Infantrymen and other combat personnel were considered the "real soldiers", in addition to the listed possibilities.
- Nora is descended from Rabb and MacKenzie
- Back in Fallout 3, we were introduced to one Mr. Burke. A creepy, cool, dangerous individual who worked for Mr. Tenpenny and tried to get the Lone Wanderer to blow up Megaton. Since we know Megaton didn't get blown up, it stands to reason that Burke is most likely canonically dead, but that's aside from the point. The point being, we didn't know anything about Burke. His past, where he came from. Even Tenpenny said that he just kind of showed up one day. Burke being an escaped, mind-wiped Synth makes a lot of sense in that regard; we know from Gabriel that not all mind-wiped Synths turn out good. It's possible that Burke is the result of a mistake or glitch in the mind wiping process that turned him into a sociopath.
- Or hell, Burke might actually be an Institute Synth sent down to the Capital Wasteland to help cause chaos there and make sure that any relatively "local" threats are either neutralized or converted to the Institute's cause! After all, while we now know that it isn't canon now, Mr. Burke might have succeeded in getting Megaton — the second-largest settlement in the entire Capital Wasteland, where the Wasteland Survival Guide, a valuable book that would help teach Wastelanders to organize and generally be more of a threat to organizations like the Institute — wiped off the map. That would also remove some dangerous Pre-War tech (Megaton's infamous bomb) from being further studied and perhaps even reverse-engineered by the residents of Megaton.
She would have seen that coming, infact she was looking out for it. What she wasn't looking out for was the heart failure that got her when a dose of psycho made her already weak heart try to go into overdrive, after all psycho is a stimulant and Murphy complained fairly often about her heart skipping a beat or stuttering after the Buffout and Med-X doses. Her last words — "I should have seen this coming" —all but say it, she was on the look out for things that might end her but looked in the wrong place avoiding overdoses but missing the possible heart failure.
- If she died from heart failure due to Psycho, how is that NOT death by drug overdose?
- Straight-up most EpilepticTree I've seen on this page. Reasonably certain it's jossed somewhere in-game too. Points for creativity, at least.
- Or perhaps we have seen her mother: Nova. Red hair, sassy, promiscuous, potentially bisexual, and works for Moriarty? She'd be the perfect candidate for Cait's mother. Sure, Nova would've been nine or ten when Cait was born...but we all know that Moriarty isn't exactly the most honorable person in the Capital Wasteland.
- Jossed by her own admission that she killed her parents.
- That doesn't actually Joss the theory, unless there's something in game I'm unaware of that indicates that Moriarty's still alive. Cait killing her parents would have taken place between games, and Bethesda isn't Bioware — they're perfectly willing to select a canon for their games if necessary. We know this because the Lone Wanderer did officially side with the Brotherhood and that they officially did not nuke Megaton. With that mentality in mind, Bethesda's under no obligation to honor the playthroughs of people who murdered Colin in Fallout 3, so the fact that he can be killed doesn't make this WMG impossible.
- Destroy: Represented by the Brotherhood of Steel, traditionally the Big Good faction of the Fallout series (only now becoming more grey) who believe Synths are a scourge that cannot be reasoned with, and must be completely destroyed, condemning even the Synths in their midst. Similar to how Admiral Anderson, one the BigGoods of Mass Effect, is representative of the Destroy option.
- Control: The Institute, a group similar to the Enclave, and differentiated from Cerberus by little more than a logo. The face of the Institute is the Old Man, who is an authoritative, mythical figure similar to The Illusive Man in terms of Chessmaster and Manipulative Bastard roles. They want to control Synths and tell you that you will gain the reigns and take power, but functionally that does not seem to be the case…
- Synthesis: The Railroad is full of sympathetic figures, and has a level of personal and emotional appeal that you do not see anywhere near as much of in the other two factions. There are more characters who you meet out in the world who support the Railroad, and on the surface it seems to be the more straightforward "Good" option. However, the Railroad's goals are not necessarily practical: they do not manage to save the facilities or research of the Institute and so the Synths they have managed to save will be unable to repair themselves or survive long-term as they wear down, and they completely mindwipe the synths they do "rescue" from the Institute. Also there is no way to force the fearful people of the Commonwealth to stop fearing synths, so those who are "free" may constantly live in fear of discovery. Their lack of a single leader is reflective of council systems of both Quarians and Geth. The Railroad's act of freeing synths is parallel making peace between the Quarians and Geth in Mass Effect, and how while that first step is a clear and moral choice, the final step of that process (mass conversion), is dubious if not an inflicted lack of choice.
- Confirmed, well, kind of. With the new Vault-Tec Workshop coming up, it firmly puts this in the confirmed.
- Jossed. Thoroughly. Season passes for DLC are standard practice these days. Every game with DLC has them. It's not indicative of a game being finished or not.
- To further elaborate and educate the OP, the concept was introduced by Rockstar with LA Noire, five years before Fallout 4's release. It' generally viewed as smart business as it encourages people who may not have bought all the dlc's to take advantage of the discount, and it generates revenue before the DLC's release.
- Partially Confirmed. DiMA's willingness to kill and replace inconvenient humans with synths is certainly horrifying, and his ability to simply delete the memories means he can do so again and again with no mental repercussions. To be fair, he does accept that it was wrong if you push him to, but he will also repeat his actions if you do not.
- Oh come on. Arcadia replacing humans is the exact same thing the Institute was doing and the Institute felt no shame in doing so. It's beyond ridiculous the lengths this fandom goes to in order to justify and excuse the Institute. They are bad guys. Just get over it.
- Far Harbor does arguably put the Institute in a more sympathetic light, but not in regards to their desire to control synths. Rather, it shows the temptation to use synth replacements to achieve even benevolent goals. Just one more replacement, and everything will be better... and suddenly it become easy to see how the Institute could end up where they are in 2287 even if they set out to salvage things after the collapse of the CPG with the best of intentions.
- Sadly Jossed
- Jossed
1. This DLC is centered around an Amusement Park planned by the company as a form of promotion to buy Nuka Cola to support some sort of charity... on the surface. In reality, the funds are used to support the military at the time with more weapons and, of course, more Nuka Cola, in the form of an experimental batch not unlike the Quantam flavour, as a form of testing without having to actually pay. The side effects when they become ghouls would be... rather peculiar to many.
- Confirmed
2. It's Nuka Cola's way of making a unique amusement park partnering with Vault-Tec... Whether they actually do something to the rides everytime is something left for even more speculation.
3. Another incomplete Vault, this time the project is something Nuka Cola related... Like spiking the Nuka Cola so that anyone who drinks it becomes addicted to it for some reason. The project was to suppoesedly oversee what would happen if someone tampered with the formula of Nuka Cola presented... and then spike it with something less desirable, like say, a form of FEV. Essentially, the secret is what would happen if a unique strain of FEV made contact via less practical ways, starting with Nuka Cola.
- Partially confirmed, there wasn't a 'vault' per-se, but there is a private bunker for the founder and a few scientists.
4. A Nuka Cola bottle manufacturing plant, with the amusement park being a sinister mechanism to provide bonded labor for the plant in Pre War times. The park hood winks patrons in initially with door prizes, then tempts them to raise the stakes for more prizes by playing Unwinnable by Design carnival games, until they are so in debt that they have to work it off at the plant. Alternatively, they let kids ride on broken down equipment with a shiny coat of paint, then stick the parents with a ginormous bill when a ride breaks down again, forcing either the parent or child into bonded labor. These bonded labor era are now a bunch of putrid glowing ones, waiting to be let loose by someone who opens the doors to the plant. The raiders are fighting each other to gain access to this plant, so they can mass produce unlimited amounts of bottle caps.
- The primary plot of Nuka World is that you become the ruler of a loose alliance of raiders and must take over the park for them.
- Alternatively, maybe the player is a synth, the most realistic and quite honestly poorly thought-out synth ever made.
- Not necessarily. Gen-3 synths are essentially human, the only difference being the chip in their head. They do need to eat, drink, and sleep (as implied by G3!Curie and Danse sleeping, as well as people discovering they're synths via "strange dreams"). Given their human nature, diseases should still impact them and you are only informed of radiation poisoning through the PIP-boy acting as a dosimeter. The memories can easily be implanted (A3-21/Harkness, G3/Curie, M7-97/Danse, etc.). If the SS were saved by the Railroad, the Institute wouldn't be aware of their identity, or (more possibly) Synth!SS was deployed before Father became director and no one is around to remember.
- They don't need to eat / drink / sleep, they have a simulated desire to. One of the Robotics members mentions it in his introductory spiel. And that bit about rad poisoning and the PIP-Boy is frankly ridiculous — you get tangible health penalties from it as well. Not to mention that even if the SS is a rescued synth, the sheer number of logical leaps and dumb decisions that would be required for the main story to play out the way it does would make it one of the most absurd plots.
- It's pretty clear that the player character is not a synth on account of recall codes. Once the Institute realizes that the Sole Survivor has started to work against them, it shouldn't take a genius to use the recall code and shut them down permanently.
- Not necessarily. Gen-3 synths are essentially human, the only difference being the chip in their head. They do need to eat, drink, and sleep (as implied by G3!Curie and Danse sleeping, as well as people discovering they're synths via "strange dreams"). Given their human nature, diseases should still impact them and you are only informed of radiation poisoning through the PIP-boy acting as a dosimeter. The memories can easily be implanted (A3-21/Harkness, G3/Curie, M7-97/Danse, etc.). If the SS were saved by the Railroad, the Institute wouldn't be aware of their identity, or (more possibly) Synth!SS was deployed before Father became director and no one is around to remember.
- Former Maine, the Mainland.
- Former Rhode Island.
- Former New Hamsphire.
- Former Vermont.
- Former Connecticut.
- The West of former Massachusetts.
- Confirmed
- This is also borne out by Vault 81's location: there's Oberland and Graygarden to the north, Hangman's to the East as starting settlements. The Vault is near the exact center of the map and has Diamond City as the Megaton equivalent very close, much like Fallout 3.
- Or the chip isn't 100% accurate. This is backed in Fallout 3 when Zimmer and Armitage are able to track A3-21 to Rivet City but are unable to determine who he is.
- Unlikely. This would have squelched the Institute's plan to use Baby Shaun's DNA as the basis for Gen-3 synth organic components if he had such radiation damage. It's the whole reason they acquired him in the first place since even Institute members had accumulated radiation damage to their DNA that made them not an option.
- That said, given that Father kicked out their cybernetics expert, Dr. Zimmer (or at least reassigned him to places as far from Boston as possible), it is not really likely that the Institute, in its current capacity, can make such advanced cybernetics.
- Anglers can spit highly-unstable materials in a membranous glob that when ruptured, combusts when exposed to air — such as when hitting a surface. How do you fight something like that? With protective insulation, I.E. the tires that form the bulk of the armor.
- The thick tires have a secondary effect of mitigating much of the harm the wolves can do with their stubby teeth and claws, as they can't bite or scratch through materials meant to contend with rough concrete roads and the hazards found on them such as nails and broken glass. Additionally, the Lobster Trap helmets may have been meant to keep wolves from clawing up the Trapper's face, with a sturdy rope or steel wire mesh catching claws before they could actually reach their mark; a side benefit to be had is this also works with large bits of rock, wood, or what have you kicked up by a battle.
- Due to the size of a Gulper's mouth, the Trappers found the best offense besides blowing their brains out was to make the Gulper's life miserable if it managed to bite down on you. They may be able to eat anything, but their insides aren't indestructible. In order to survive encounters (or at least take the gulper with you/allow your friends an easier time of killing it,) the trappers added lots of large rusty spikes to the rubber insulation. When the gulper attacks, it gets a mouthful of sharp steel things instead of soft squishy trapper, ripping up its mouth and allowing the trapper to escape, or otherwise severely debilitating the gulper (it may be distracted by the pain from the guy it just ate's spikes tearing it up, or it may choke to death because it can't dislodge the thing caught in its throat now.)
This new suit however, looked much more akin to the armor of a space marine/explorer, and was also an ideal opportunity to add some more meat to Project Cobalt — in addition to weaponizing Quantum, the company was tasked with finding a way to improve the battery life of the power packs the X-01 used. Enter its Strontium-90 (that is Nuka-Quantum,) coating, which may have been used as a sort of secondary power supply. This was then tested under safe conditions relatively speaking, doing the typical mundane duties Enclave soldiers in the future would see them doing whenever on the mainland among the irradiated masses. Among these would have been lugging around boxes of Quantum and Thirst Zappers to hand out for that staff member's Galactic Zone promotional duties. After seeing its battery life under civil conditions, the next step before the bombs fell may well have been issuing updated suits to specialist forces in China (while T60s replaced the aging T45s still forming the probable bulk of Power Armored units,) but instead we got an atomic apocalypse and the armor and its research being mothballed, at least until it was picked back up and finished by the Enclave.
- 1: He's called "Porter", as if it were a title. The Fighters Guild in The Elder Scrolls has members called "Porters".
- 2: He refers to Mirelurks as "Mudcrabs", which are crustaceans found in various provinces of Tamriel, including areas where the aforementioned Fighters Guild operates.
- 3: The Skyrim DLC Fall of the Space Core, features the Space Core, which was introduced in the Portal series, which is set on Earth. Interdimensional travel is a recurring theme in TES games.
- Confirmed, the official Traditional Chinese translation of this DLC says "Mechanic Matron."
Meaning post-Fallout 3, TLW marries Sarah, who is shortly revealed to be a synth, so her own troops turn on her, possibly on a mission, and kill her, only to in turn by killed by an enraged Wanderer. "Deacon", still unwilling to be completely honest about his past, tells the story in a way that's actually rather honest for him, but nonetheless still changes the names.
- OP here and full disclosure: I sincerely doubt this is the case, but it is still fun to think about. (Also, I haven't quite gotten that far in Deacon's questline yet, so if I got some of the facts wrong, please correct me).
He's also a master of getting "packages" from point A to point B.
Obviously, this implies the NCR ending, as it's the only one that allows for all West Coast factions to remain intact if damaged and for the Courier to pack his bags and start walking east in search of adventure. But it's pretty clear from the various endings in Fallout: New Vegas that NCR was the ending they were planning on picking anyway, for the aforementioned reasons of it leaving the BoS intact, the Legion crippled, and the NCR even stronger but seriously over-extended. There's significantly more plot possible from the NCR ending than the Legion ending, for example.

1)The Institute's motto is "Mankind Redefined". It's a little vague but race of robotic servants or slaves is hardly redefining mankind. If anything it's a reversion to older forms of thinking.
2) Nick Valentine. While the memory engrams are from pre-war Research, he's evidence that at some point the Institute was experimenting with uploading human minds into synth bodies. Going by some of DiMA's dialogue in Far Harbour, it wasn't just Nick's mind either, that was just the most recent upload before he and DiMA escaped.
3) Kellog. Clearly at one point the Institute was researching cybernetics and related life extension technologies. According to holotapes that can be found in abandoned areas during the Brotherhood's assault this line of research was eventually abandoned for unknown reasons but they still had access to it and dusted if off for Kellog to use.
The concept of redefining mankind, the previous research into cybernetics and life extension technology and the experiments in uploading human minds into synth bodies ultimately culminating in Nick Valentine, when taken all together point to the Institute having some form of transhumanist goals, at least to start with. By the time the player encounters them they've clearly deviated from this, but at a guess the original plan for the Synths was to keep researching until they were advanced enough at which point they would upload their minds en masse so they could continue their research in new, immortal bodies. But at some point the synths became a means in of themselves.
While Far Harbor reveals that Nick's memories were not wiped via failsafe, the fact he knows other synths who have lost their memories implies the failsafe does indeed exist. Remember, synths who have undergone Dr. Amari's procedure have had their faces changed and genuinely believe they are human, so Nick would have no way of knowing these synths ARE synths. He could only be talking about synths who have not undergone the Railroad's memory wipe, and so must have lost the memories some other way.
Despite this, Glory - who should fall under the category of synth who have not been subjected to the Railroad's mindwipe and would thus be affected by the Institute's failsafe - recalls what it was like inside the Institute to a degree that she couldn't possibly be lying. So, she couldn't be affected by the failsafe. If she has not been affected by the failsafe, and she has no synth component, then we have no evidence beyond her word that she really is a synth. The only other possibility that explains Glory's knowledge of the Institute is that she did, in fact, come from them, but not as a synth. Glory is a human, born inside the Institute, who was sympathetic enough to the synths that she wanted to help. Patriot, a human around the same physical age as Glory, was already helping but had no idea if the synths he was releasing were actually surviving. Since someone was already helping synths escape, Glory instead volunteered to serve as a guard for the synths above ground.
Once she did, she met the Railroad - who were already fulfilling her chosen role - and decided to pose as one of the synths to avoid the Railroad's suspicion of Institute humans. When they offer her a memory wipe and a new life, she refuses, both because she is already doing what she wants to do with her life by joining the Railroad and because allowing the memory wipe would let Dr. Amari see her memories, exposing Glory's true identity. This would also mean that, while the Railroad is struggling with the question of how to get inside of the Institute, Glory would know the secret the entire time. She kept quiet, both to preserve her cover and because, as a young member of the Institute who is likely untrained in the highest sciences they explore, she simply has no idea how the teleporter works, so any intel she provided on it wouldn't be useful to the Railroad's goals.

With the mayor a synth replacement it would have been easy to organise, but why did they do it? Because ghouls, especially the older ones, would have made things difficult for them. They might be difficult or impossible to replace with synths and their long memories would make replacing other citizens more difficult as well.
- In Incredibles 2, Dash is shown eating a bowl of cereal called Sugar Bombs. Sugar Bombs is one of the most common pre-war breakfast cereals in the Fallout-verse, to the extent that you can even paint T51 power armor to be a walking advertisement for the stuff, something that did actually canonically happen pre-war in the cases of Vim! and Nuka Cola.
- The Incredibles is also set in an ambiguous year, but the architecture, clothing style, and the cars suggest late sixties to early seventies, with Fallout maintaining that kind of styling into the 2070's until the Great War. Interestingly, The Incredibles also features more modern to advanced technology, like the tablet that Mirage sneaks into Mr. Incredible's study in the first film. The Bethesda games even already have sidequests revolving around the actual comics that were in print pre-war, such as The Silver Shroud and the Mechanist. It wouldn't be hard to imagine whichever company publishes The Incredibles in the Fallout-Verse to be equivalent to DC Comics to Hubris's Marvel Comics.
- The Screen Slaver's mask in Incredibles 2 bears a striking resemblance to that of the Ghost People from the Dead Money expansion for Fallout: New Vegas, possibly indicating the illustrator took inspiration from the hazmat suit that the construction workers building the Sierra Madre were wearing.
When you collect fog from fog condensers you get one part oil and three parts steel. And if the fog can be part steel, why not other metals like mercury? Add that to the oil, which can also have detrimental affects on human health and you can see how the trappers could have got that way.
How does the metal and oil end up in the fog? Who knows, but in a world where radiation is pretty much magic, it seems possible.
The Outcasts left the Brotherhood because they objected to the reforms under Elder Lyons, so Maxson may have re-intergrated them with the promise of a return to the Brotherhood's roots under his command. Likewise he could have offered any Enclave survivors/Po W's/noncombatants a chance to join up if they were willing-they're already knowledgeable in advanced technology and power armor, so they'd make perfect recruits so long as they were willing to renounce their allegiance to the Enclave.This would explain why the brotherhood in 4 has suddenly developed an attitude of fantastic racism: Maxson is trying to consolidate three seperate idealogical groups under one banner, so he needs to demonstrate to all involve that the brotherhood will act in line with their interests.-His mission to 'save' the commonwealth and (allegedly) help it's people would satisfy the former Lyon's Pride members who want to help the wastelanders.-His die-hard approach to dangerous technology like the Synths and Institute demonstrates to the former Outcasts that he's moving back towards the brotherhood's original mission.-His attitude towards 'mutants' is to satisfy the former Enclave among their ranks: While they may have to soften their definition of mutants from 'anyone who isn't a member of the enclave' to only super mutants and ghouls, this makes for an easier adjustment than asking them to abandon their mutational purity beliefs alltogether.In short, both Maxson's goals and attitudes and the Commonwealth mission on the whole serve as a means of cementing the unification of three previously hostile but similar groups under an idealogy that comprimises enough to suit all three. He isn't adopting these views because he genuinely believes them (Where would he even have been exposed to such ideas under Elder Lyons and Sarah, anyway?) but because he recognizes it's what is necessary to forge the three groups into a lasting faction.
- The Brotherhood has definitely absorbed the Outcasts; the Rise of Elder Maxson entry on Quinlan's terminal states that Maxson brokered a re-unification, and while it is likely that there is a bit of… embellishment of his successes, that being the official story at least indicates there was some form of integration of Outcasts forces into the main Capital Brotherhood. No mention of Enclave remnants, but then that would have been far more problematic when it comes to propaganda, and so might well have been left out out of the official story.
- While it would make for an awesome new game, it would kind of detract from the "Falloutness" and make it into something else. We've already had Mothership Zeta for Fallout 3 which feels pretty wacky and out of place and not at all something that could be expanded into a main questline. The whole theme of Fallout has been about surviving in and rebuilding a world that is completely fucked. This always involves a dominant faction who has the same goal (The Master, the Enclave, Caesar's Legion, Mr House, the NCR, the Brotherhood, the Institute) who the player can either support or destroy. The thing about all those factions is that they are all revealed to be totalitarian, racist, and xenophobic and possess an absolutely repugnant moral code that no rational person should respect. But they all work so well because they're human and the games are about human ugliness and embracing or overcoming it. An alien Big Bad in a later Fallout game would make the game no longer about exploring the human condition.
- I see your point, but disagree to an extent; Fallout 4 is largely about the human ability to relate to and empathize with "the other"; in this case, Synths. Do they have rights? Are they people? These questions are central to the game's story. Expanding that to aliens would be difficult but not necessarily impossible. As to the point of tone — that Mothership Zeta (which I unfortunately never got the opportunity to play) is wacky and out of place, I might point out that Fallout 4 is noted as being much less wacky and comedic than previous entries into the series. If Fallout 5 continues on that trend, aliens might be out of the question — although, while weird, the Cabot line is decidedly not wacky, so it's possible. But, alternatively, it could mean that Fallout 5 will swing in the other way and embrace the series' comedic side and the wackiness of 50s Science Fiction, which includes aliens.
- A sequel game involving the Zeta aliens will be called "Minutemen" since the Minutemen are the only faction capable of raising an army large enough to deal with this threat and are the faction most likely to survive this game.
- JOSSED!
- OP for the alien WMG here. Personally I doubt that Fallout 5 is going to take place in the Commonwealth at all, and thus wouldn't feature the minutemen. Cabot suggests the alien city is in the Mojave desert, which would mean that the potential resistance factions would be the NCR, Ceasar's Legion, and New Vegas. I don't know how Bethesda would work around the multiple endings of NV, but I do know that direct sequels aren't Bethesda's thing, and I doubt we'll see any more carry over in terms of factions and characters from Fallout 4 to Fallout 5 than we did from Fallout 3 to Fallout 4.
- The Minutemen may not be a faction out west — instead, you begin the game as an envoy of the Minutemen sent out to the NCR to establish official diplomatic relations. Aliens decapitate the NCR's leadership and you have to recruit a new army of Minutemen to fight the threat.
- What, and rip off Borderlands? People surviving in a Deathworld, a few of which search for an alien vault of treasures while dealing with the hostile wildlife, psychopaths, and robots? Just add in the mentally-powerful sirens, use atomics for eridium, and digi-struct technology, and that is what you get: a more darker and edgier, realistic Borderlands 1. Heck, the whole defeat alien armada idea has been done in Borderlands: the pre-sequel, as you fight against an alien army that is trying to blow up the moon you're on. And, sad to say, the whole defeat the villian that thinks he is a hero, when in fact instead of helping out the world made it a worse place? Borderlands 2.
- OP here. Well beyond the fact that little to nothing about Borderland's premise is unique to the Borderlands franchise, and that the Fallout series predates the Borderlands series by a very significant margin, I'd point out that is, firstly, making a lot of assumptions about the suggestion, what the plot of a hypothetical Zetan-focused Fallout game would be, and ignores the very significant differences between the two settings, the very significant tonal differences between the two franchizes, not to mention the very different core gameplay mechanics.
- Strength automatically increases by getting unarmed kills, melee kills, heavy weapon (minigun, flamer, Gatling laser, Tesla Rifle, Junk Jet, missile launcher, nuke launcher, mortar cannon) or being encumbered. Increased strength unlocks other perks automatically.
- Perception is a stat that can be increased through some actions but also increases and decreases situationally. Base Perception is based on equipped eyewear, number of Discovered and Explored locations in the vicinity, time of day and orientation (decreased when looking into the sun, increases during dead of night). Perception is increased by getting sighted rifle kills (scope based kills don’t count), enemy types already encountered and time since last Phoropter usage.
- Endurance to ballistic and energy damage increases the amount of times you heal from damage by eating and drinking, performing blood transfusions and sleeping. Stimpacks and Doctor visits don’t count. Radiation endurance increases every time you visit a doctor to decontaminate. You ultimately get the Barkskin perk that gives you high damage and energy Resistance and the Ghoulish perk that allows high radiation level to heal health. Crafting the Adamantium Skeleton and Shield Harmonics maxes your endurance.
- Charisma is boosted automatically by successful persuasion attempts, boosted to a lesser extent through failed persuasion attempts, situationally increases and decreases based on current wealth, and increases with companion affinities. Persuasion successes depend on Karma and Intelligence - good karma helps the Peaceful persuasion attempts, evil karma helps Threaten attempts, neutral karma helps with Sarcastic replies while Intelligence helps with Investigate attempts.
- Intelligence increases with books read, notes read, terminal entries read, items crafted and successful hacks. Intelligence can decrease by burning books, erasing terminals and by addictions, as well as getting concussions (crippled in the head).
- Agility is increased by jumps, sprints, time spent moving while crouching or sneaking, hip firing kills, stealthy unarmed and melee kills, mines and traps disarmed, locks picked, successful pickpocket attempts, and decreases by oversleeps (> 8 hrs sleep or > 5 hrs waits).
- Luck increases anytime your Karma level increases or decreases, with certain caveats. Good actions with positive karma boosts luck, bad actions with good karma decreases it, good actions with bad karma also decreases it, but bad actions with bad karma increases it. Increased luck with good karma gives you increased accuracy with aimed weapons, increased sweet spot while picking locks, increased hack attempts, greater amount of caps and junk found as loot. Increased negative karma luck gives you increased damage when hip firing, increased splash damage with heavy weapons, decreased detection chance while lockpicking and hacking and more ammo, grenades and mines found as loot. Low luck increases the chance of hostile encounters.
- Know Your Enemy boosts Perception and grants the Awareness perk.
- Such Creatures In It unlocks the ability to loot meat, increases Perception and grants the Animal Friend perk when Charisma is high enough.
- Water, Water Everywhere unlocks the Cooking Station blueprint for crafting as well as the ability to craft purified water from dirty water. Boosts Intelligence and when Intelligence is high enough, grants the Chemist perk.
- Bar and Grill unlocks various recepies for cooked meat and vegetables, and alcohol brewing. Boosts Intelligence, counts towards the Chemist perk.
- Heal Thyself unlocks the blueprints for crafting Med-X, Rad-X, Stimpacks and Radaways.
- To Tame A Land unlocks the ability to craft Garden Plots and basic Water Pumps as well as planting crops.
- Breakfast of Superheroes unlocks special recepies for consumables that grant night vision, negated fall damage, invisibility, underwater breathing and automatic health regen.
- Hunter’s Wisdom grants increased damage and damage resistance against all animals.
- Barrelling Forward unlocks the Gunsmith perk and adds gun barrel mods.
- And You Shall Receive unlocks receiver mods to convert to different ammo types and firing modes.
- Of Good Stock unlocks stock mods as well as items such as bayonets, magazine mods and suppressors.
- Scoped’n Dropped unlocks various scope mods.
- Trigger Rush gives you slowed time and increased damage at low health. Gives only the hip fire damage bonus while addicted at medium health.
- Killshot gives increased headshot or weak point damage.
- Penetrator unlocks armor piercing receiver mods, that allow weapons to shoot through cover as well as the Thermal scope mod that sees through cover.
- Gun-Fu unlocks the ability to set up multiple shots in the VATS equivalent.
- Who Goes There unlocks the Sneak skill. Without this, cover or darkness with dark colored clothing is required to remain hidden.
- Can’t Keep Me Out unlocks the Lockpick skill. Without this, a companion is needed to pick locks.
- What’s Yours is Mine unlocks the Pickpocket skill.
- Trapper Creeper unlocks the ability to not set off traps and mines while sneaking as well as the Defuser perk for disarming traps and mines.
- Cloak and Dagger grants a 2.5 stealthy unarmed and melee attack damage multiplier. Also increases Stealth Boy or invisibility food duration.
- Mister Sandman grants a 2.5 multiplier to damage inflicted on sleeping enemies with silenced or melee weapons. Stacks with Cloak and Dagger.
- One Shot One Kill grants 2.5 damage multiplier for sneak attacks with scoped weapons. If the target is at full health, an additional 2 damage multiplier is granted.
- Pants on Fire unlocks the reverse pickpocketing ability for grenades to explode pants.
- Issue #1 unlocks the Hacker skill.
- Issue #2 unlocks the Made of Metal perk that increases hack attempts and decreases lockout time.
- Issue #3 unlocks the Robots Serve Mankind perk that allows you to shut down or self destruct robots.
- Issue #4 unlocks the Robot Friend perk that allows you to incite a robot to become your companion for a short duration, then shut down.
- Issue #5 unlocks the Power Sensor perk that allows you to trace a turret’s power source, so it can be cut with the Penetrator perk.
- Issue #6 unlocks the Turret Master perk that allows the ability to hack a turret via its terminal to temporarily target your enemies, then deactivate.
- Issue #7 unlocks the blueprint to craft terminals.
- Issue #8 unlocks the Network Scanner perk that allows you to hack and access all terminals in a building from any single terminal.
- Odds and Ends unlocks better buying and selling prices with junk items.
- Salt of the Earth unlocks better prices for produce and fertilizer.
- Order Up! grants better prices with cooked food, purified water and beverages as well as alcohol.
- Shoot the Breeze gives better prices with weapons and ammo.
- You Need Protection gives better prices for leather and metal armor. Combat and Power armor as well as Weaved clothes cannot be purchased and must be crafted with the Armorer perk.
- For You Wholesale unlocks the ability to buy shipments of various raw materials.
- Cap Collector unlocks the ability to invest in any store to increase its buying capacity.
- Jerktown Junkie Vendor unlocks buyers of people captured with Mesmetron Collars. These can be either slavers buying victims, or settlement sheriffs buying wanted fugitives.
- Gift of Gab unlocks a boost to chances at succeeding at Inquiring persuasion checks.
- Lying Like a Congressman unlocks a boost at succeeding at all types of persuasion checks that involve lying.
- Lover’s Embrace unlocks the temporary boost to stat increase rates from sleeping near a romantic or sexual partner. Also unlocks the locations of all brothels.
- Weak In the Knees unlocks the Ladykiller and Confirmed Bachelor persuasion perk for men, or the Black Widow and Cherchez la Femme perk for women. Also unlocks the ability to craft lingerie outfits that can be ballistic weaved with Armorer.
- Party Time increases the amount of alcohol needed to get addicted, as well as boosting the Strength and Charisma boosts given by alcoholic beverages.
- Far Out increases the duration of chem effects as well as increasing the amount of chem consumption needed to get addicted.
- Lets Go Sunning grants health regeneration when traveling unclothed or wearing lingerie during sunny conditions. Doesn’t work if it rains, but boosts Endurance.
- Be New People unlocks the locations of barber surgeons who will change your appearance for caps. Changing your appearance also has the effect of a Karmic Rebalance, which lowers Luck to its lowest level.
- Trauma Inn unlocks the ability to heal crippled limbs while sleeping. Without this, a doctor’s visit is required after the Stimpack has worn off.
- Blood Flow unlocks the ability to transfuse blood to heal damage. Boosts endurance if done.
- Combat Medic boosts the effectiveness and duration of Stimpacks and Radaway.
- Isodoped grants the ability to never get alcohol or chem addiction at high radiation levels.
- The Autistic Savant grants a boost to all other stat increase rates if Intelligence is very low. Intelligence can be lowered through addictions, repeated untreated concussions and destroying books and notes and scrubbing terminals.
- Adamantium Skeleton unlocks a cybernetic limb upgrade that maxes ballistic resistance without Powered Armor and prevents limb crippling. Doesn’t prevent concussions.
- Shield Harmonics unlocks another cybernetic upgrade that increases energy and radiation resistance to the maximum attainable without Powered Armor, by refracting electromagnetic waves. This cancels out the Lets Go Sunning perk though.
- Limitless Potential unlocks basic electrical devices (switches, conduits, lights, batteries for power), as well as the Tesla electric rifle blueprints.
- Move the World unlocks the blueprints for motors, allowing you to craft windmill generators, fans, motorized pumps, combustion engine generators (if Chemist and Explosives Expert are also unlocked), swiveling turrets, elevators and basic robots.
- That Sound, What Is It? Unlocks sonic transmitters for driving away (or drawing in for trapping) animals, radios for transmitting messages and music, and radars which act as Early Warning systems for settlements.
- All About Focus unlocks lasers, allowing you to craft basic laser weapons, laser tripwires, all laser turrets and the Phoropter for improving eyesight and Perception.
- Burning Bright unlocks blueprints for plasma weapons, neon lights, plasma grenades and plasma artillery.
- Power of Atom unlocks Nuclear Physicist, allowing you to craft irradiating weapons such as Gamma Guns and Radium Rifles, build rad decontamination arches, craft Mini-Nukes and their launchers, Nuka Grenades, and Quantum ammo.
- Solar Powered unlocks fusion. This allows for the construction of fusion generators that can be configured to either provide electricity or produce fusion cores, Gatling laser and Power Armor frame crafting blueprints.
- Relatively Speaking unlocks relativistic physics, allowing for the construction of Gauss rifles, teleportation hubs at settlements as well as the teleported mod for Powered Armor, allowing you to instantly fast travel anywhere on the map when not in combat.
- Strength - You were the vertibird’s door gunner.
- Perception - You were a scout sniper airdropped in advance to secure the LZ and part of a special unit of sharpshooters called MacCready’s Killshootists.
- Endurance - You were a shotgun wielding shock trooper that always exited the landing vertibird first and part of a special unit called Cait’s Trigger Rushers.
- Charisma - You were a trade delegate sent to open trade links as part of the larger diplomatic overture.
- Intelligence - You were part of the diplomatic delegation and were on scientific fact finding assignment.
- Agility - You were a former thief who is working off a suspended sentence by being a part of a covert intelligence gathering unit founded by the mysterious Deacon.
- Luck - You were actually from New Vegas and are on the run from gambling debts. You stumbled onto the vertibird crash site and decided to assume the identity of one of the dead Minutemen, and “kill yourself”.
- Most likely Jossed. The next Fallout is set in West Virginia or thereabouts.
- Semi-unjossed. The next Fallout was set in West Virginia... but it was a spin-off (and not in the New Vegas-style, but a proper different genre game), so whenever Fallout 5 (or, possibly but highly unlikely, a Fallout New Vegas style-for-Fallout 4 game) is made this might still be true.
- Most likely Jossed. The next Fallout is set in West Virginia or thereabouts.