Fallout 4 Institute Quests

Libertalia

After examining the Institute, go to the Father for the task. He will tell you about an escaped synth who commits robbery and leads a gang of riders in Libertalia. After asking about the target, use the map in your Pip-Boy and move to the nearest place known to you and from there head to the indicated place.

As you approach your goal, you will increasingly encounter strongholds of riders, and near Libertalia itself you will be met by a Hunter from the Institute. From him you will learn that your target is at the very top of the overturned ship, with the support of the Hunter, go on an assault.

Escaped Synth

Libertalia is a bay of wrecked ships. The ships themselves are connected by homemade bridges made of planks. Each ship has a tower with a gunner, and the land area is mined. At first glance, this is an inaccessible place, but you will have your partner and the Hunter as your assistants, and you can also put on power armor, but it will rather complicate the task. It is almost impossible to get to your target in stealth mode; it is better to start the firefight from a good shelter, there are many of them here. After dealing with the riders, go up the stairs.


Before going up to the last floor, the Hunter will tell you that it is not necessary to kill the synth. You can simply say a command that will turn it off - "B5-92, factory reset, gamma-7-1-epsilon". When you go upstairs you will have a choice: kill him or turn him off.

Return to Father at the Institute and look around your room

Battle of Bunker Hill

Talk to the Father

After resting in his room, Father will ask you to talk to him. Go to his office.


Father will tell you that 4 synths were kidnapped by the underground and you are tasked with freeing them. Go to Bunker Hill, this is a little north of Good Neighbourhood, a Hunter will meet you at the place. From his words, you will know that there are both peaceful people and a hostile group in the city, the synths you need are kept in the basement under the city, and he will also tell you the code to disable the synths.

Bunker Hill.
Before you finish the conversation, it turns out that they arrived here "Brotherhood of Steel" The synth will call for help, after which the city will turn into the hottest spot in Boston. “Rotorbirds” of the Brotherhood of Steel begin to fly in the air, “Knights of the Brotherhood” in power armor appear on the ground, and members of the “underground” and plus arriving synths are fighting with them.
You can either help the synths deal with the enemies (this will be difficult to do) or simply slip past everyone into the basement.


Once in the basement, you will already need to take an active part in the battle, inside there will already be members, “underground” and “knights of the brotherhood”, having dealt with them, go to the synths in the room. You can release them or disable them.


If you decide to release, the Hunter accompanying you will attack you, and the Institute will suspect you of sabotage.

Conversation in the ruins of the institute.
After turning off the synths, they will be teleported, and you need to go to the ruins of the institute and talk to the Father. In the destroyed institute there will be a shootout between synths and super mutants. You don't have to participate. As soon as you enter, turn right and walk forward along the long corridor. Go through the door. You will be taken to the roof where Father is waiting for you, talk to him, after which the task will be completed.

New face of humanity

Attend a meeting of directors

Your father will be waiting for you at the institute, teleport there using your Pip-Boy, after talking with him, go into the office.The issue of the new director and the fate of the Institute will be raised at the meeting. The organization plans to launch a nuclear reactor, which will provide precious energy.


Talk to Father.
After the meeting, approach the Father. He will give you a new next task.

Mass fusion

Talk to Ellie Fillmore

After the meeting of directors, go to the scientific department to see Ellie Fillmore. From the conversation you learn that your task is to go to the building "Mass Fusion" and get the beryllium impeller. This is a necessary component to increase the power of the reactor. After talking with the scientist, go to the elevator, it is located in the very center of the Institute.

If you teleport to "Mass Fusion", you will forever become an enemy of the Brotherhood of Steel

Tip: This mission will require you to shoot a lot, so be sure to stock up on heavy weapons before leaving.

Mass fusion
Having teleported, you will find yourself on the roof, where the knights of the brotherhood will already be waiting for you, having defeated them, take the password card from the table.


Next, go up to the second floor and enter the terminal, read the document on it "from 07/30/77". Enter the elevator and ride it down, shooting back at the brotherhood along the way. After some time, the elevator will stop, you need to supply power to it again, to do this, follow the marker on the mini-radar and turn on the switch. After that, return to the elevator and go down again. The elevator will stop on the floor with the main reactor, go through the purification chamber and take the impeller.

Advice: after the purification chamber, you will be covered by a wave of radiation from 90 to 150, so before entering the room, prepare anti-radin and be sure to take RAD-X.

Teleport to the Institute

As soon as you pick up impeller and go through the doors of the cleaning chamber, all the turrets on the walls are activated, having dealt with them, a security robot awaits you, which is very difficult to defeat, but if you have mines, then prepare a trap for him. And after it, two assault guns will attack you, and mines will also help you deal with them. After defeating all enemies, go down the elevator. Agents of the Institute will help you below. After leaving the building on the street, you can teleport to the Institute; to do this, go to the Pip-Boy menu on the Map tab, select “Institute”, and then give the impeller to Ellie, with whom you spoke earlier.

Trapped

Problems with a scientist

Approaching your father for the next task, you learn that the Institute has sent hunters for one scientist, according to him, he will be able to help in your business. Like all residents of the Commonwealth, the scientist is afraid of the Institute, so he called the shooters for help.


Your task is that you need to gain the favor of the scientist or take him by force.

Note: If you are on good terms with the Minutemen, you may not have to fight the gunmen guarding the scientist.

Talk to Wallace

Teleport to the scientist's house, deal with the shooters there, they periodically gather in a group, if you successfully enter and throw a grenade, then kill them all in one fell swoop.


Enter the house and talk to Enrico Thompson, the Institute sent him, he will ask him to try to persuade the scientist. To do this, you need to have above average charisma, if you have less, then the persuasion will most likely fail. But Enrico will give a special synth who will take the scientist.

Good news.
The game Fallout 4 has a fifth ending.

The bad news: You'll have to start the game almost all over again.

Here's what I found:

The best ending of Fallout 4 Everyone is alive and everyone is happy

The bottom line is that at the end of the game, the Brotherhood of Steel, the Underground, the Institute and the Minutemen cannot exist together. Thus, there are 4 standard endings for each faction.

But, Bethesda is Bethesda, and there is still one more ending (the fifth), which will allow the Hero to communicate and save all the factions, destroying the Institute, and even complete quests after the plot (all, general and global, and not just the part of finding the son) . In other words, if there was such a thing as "Karma" in Fallout 4, then this ending would be considered the "best for high Karma" ending. This way everyone will remain alive, everyone will be happy.

How is it different from standard endings?

With normal options (even for the Minutemen), there may be cases (as a result of the sequence of faction quests) when factions will still fight with each other (for example, Dance will be hostile to the Brotherhood of Steel, or Underground will fight the Brotherhood), and some factions, and Moreover, they will not be loyal to the Hero. Here the option is complete peace.

Now let's tell you what the point is :) You will have to start playing all over again, because everything is not so simple.

1. By the time you complete the “Reunion” story quest, you must complete all possible Lord of Steel tasks available at that time at the Cambridge police station. At the same time, do repeating tasks also to find an artifact and kill ghouls (once each), complete Dans’ quest to find a reconnaissance group, talk to the only surviving Paladin Brandis in the bunker, report again to Dans.

2. Only after this do you complete the story mission “Reunion” and move on to the next part “Dangerous Thoughts”.

Important: The teleport to the Institute must be built with the Minutemen. The tasks for the Underground “Agent Work” and for the Brotherhood of Steel “Shadow of Steel” must not be completed yet. The institute (after you have been there) should hate you and have hostility. If you have a strong desire, you can wander around inside, even completing the last task of the main plot (to find your son) “Closed Institution.” But then, fortunately the game allows you, kill someone and run from there.

Please note: After the “Closed Institution”, do not communicate with the Father. It’s better to give the entry for the “Detention” quest to Sturgers (the same person among the Minutemen who helps the Hero get comfortable with building settlements).

3. After the Institute, you can complete the tasks of the Brotherhood of Steel until the moment in the quest “No Mercy”, when you need to get into a vertibed (helicopter). So don’t sit down, but at the same time take all possible additional tasks from the Brotherhood of Steel and don’t do it.

4. Also complete the Minutemen missions “Defense the Castle” and “Choice of the Minutemen” and start “Critical Mass”, but again do not finish.

5. Let's move on to the Underground. Now we begin “Agent Work” and complete all its quests up to “Randolph Station”.

6. Now complete Critical Mass and watch the Institute destroy itself.

Completion

After this, multiple Underground quests await you, but do not communicate with PAM, otherwise she will want a war with the Brotherhood of Steel. The Brotherhood itself will praise the Hero (except for the head of the Brotherhood Maxson himself) and in the future their quests, as a rule, will be repetitive to kill super mutants and raiders. In general, the Hero is loved and respected and all factions are ready to give him a variety of assignments, so you won’t be bored.
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Those who played for either side will be interested in how the game ended for other people:

Ending for "The Institute"

In this case, the GG joins the “Institute”. After Sean dies (he is also called “father” at the Institute), GG becomes the head of this place. With the help of the GG, the remaining groups are dealt heavy blows. The same “Brotherhood of Steel” is suffering huge losses. Soon the “warriors” who arrived in Boston were simply defeated. The “underground” (scientists who sought to give freedom to synths) is also subject to destruction (which, in general, is what is happening).

The rest, so to speak “free peoples,” remain to live where they lived. Using an enhanced beacon, the GG transmits a message to everyone in the Wasteland, the text of which is chosen only by the player, but the essence of which is something like this: “We are an institution that is engaged in the revival of humanity. We do not pose a threat to anyone, but if someone dares to interfere with us, there will be consequences for the decision made.” And as mentioned above, GG becomes the main one in the research complex.

Ending for the Brotherhood of Steel

In this case, the GG joins the Brotherhood of Steel and goes to fight the Institute. Thus, GG becomes enemy number one for Sean, since he finds himself “on the other side of the barricades.” Together with the Brotherhood of Steel, the main character finds a way to get into the underground research complex in order to destroy everyone who is there. With the help of a huge robot (Liberty Prime), he creates a huge tunnel that allows him to enter the Institute bunker. After destroying the remaining synths, GG says goodbye to the dying Sean. The head of the “Brotherhood of Steel” gives the highest rank for the completed task and sends the GG on to build a “new world”. As for the rest of the inhabitants of the Wasteland, no one else is taking part in this conflict.

Minutemen ending

After the Minutemen are victorious in capturing the "Castle" (which used to belong to the Minutemen who were at the peak of their power) with your help, of course. An open conflict with this group (synths vs minutemen) begins to increase. To prevent the threat, the Minutemen decide to strike at the very heart of the synths - the Institute. Soon they find a new secret entrance - the sewer. So, the main character (heroine) sneaks inside. Next, a portal is built and communication is established. With the help of the portal, fighters are delivered inside the “Institute” and the assault takes place. The main goal of the Minutemen is to capture a nuclear reactor and capture the technology of scientists that will be used for the benefit of the surviving people. As for scientists, they remain alive.

Ending for "Underground"

To achieve this end, the GG first needs to infiltrate the “Institute” and talk to a certain Patriot and a synth. Patriot is a scientist who helped a pair of synths escape. Together with him, you will have to organize an escape for all the synths, arm them and destroy the Institute along with the Brotherhood of Steel. Having done everything, the GG awaits the signal to begin the special operation. To do this, you will have to first complete all the tasks of “Father” (aka Sean), but with some amendments: you need to hard reset the synth raider, and drain the second hard reset. And when “Father” finally issues a task that involves an attack on the main base of the “Underground,” you need to protect the “Underground” from the attack of the “Brotherhood of Steel” and help them deal with them by destroying the airship. GG goes to the scene of hostilities and repels the attack of the Brotherhood of Steel. A counterattack begins: GG hijacks a rotorcraft with a technician, invades a huge airship, sets explosives and soon the airship explodes. Next, GG needs to put an end to the “Institute”. GG seizes the teleport, teleports the Underground employees to the scene of hostilities (in the Institute bunker), destroying everyone and together they plant explosives in the reactor. After planting the bomb, GG and the Underground employees leave the Institute using a teleport and blow up the Institute’s base. As a result, all hostile groups were dealt with, the synths were free, and the Minutemen lived and still live.

In the relatively recently released role-playing game called Fallout 4, you can join a variety of factions, each of which has its own history, storyline, colorful characters and various opportunities. Naturally, this attracts many gamers, because previously such opportunities practically did not exist in post-apocalyptic RPGs, and this innovation opens up new and unique opportunities for fans of the genre. But what factions exist in this game that are ready to accept the player as the story progresses?

The following factions are available to you in Fallout 4: Institute, Brotherhood of Steel, Underground, and Minutemen. All of these groups have their own view of the world after the disaster, and all of them can have friendly or slightly strained, and maybe even downright hostile relations with each other.

In this article we will talk about the first faction, which is called “The Institute” in the game Fallout 4. This is the largest and most advanced faction, but many people wonder: are they good guys or bad guys? Well, thanks to this material you can answer this question for yourself.

How to join?

In Fallout 4, the Institute is a very interesting institution whose history is worth exploring. However, first you need to answer the gamer’s most important question: how to get into this faction? How to become a full-fledged member of it in order to gain access to the base, as well as to those quests that its inhabitants can give you in the future?

To do this, you need to directly discover the “Institute” itself, and doing this on your own is extremely difficult, almost impossible. Therefore, the safest way is to follow the main storyline until you reach the Institutionalized quest. Here you will have the most convenient opportunity to join a faction, since this will be your story quest. Of course, according to the plot, you will simply assemble a special device for teleportation to the Institute’s base and, with the help of another faction, infiltrate there, but you yourself can already take your visit to a whole new level. How to do it?

To complete the story quest, you need to talk to Father, the leader of the Institute. But after this conversation, when the quest is considered completed, you can go explore the base and talk with four leading specialists, which will be discussed in more detail later. When you do this, you will receive a quick access point to the base, that is, you can teleport there at any time, and you will also have the opportunity to take quests from those characters you meet at the base.

However, will you have such a desire in the game Fallout 4? The Institute is a faction that almost everyone hates, and joining it will lead to certain consequences for your character. But how did the Institute earn such a reputation?

Emergence

So, now you know how to start playing as the Institute in Fallout 4. But the question arises: is this really what you want? Does working for the Institute suit your character? In order to understand these questions, it is necessary to understand how this faction came to be and what it did during its existence.

Initially, it was not a faction as such - it was the Boston Commonwealth Institute of Technology, where ordinary people studied and taught. More precisely, not quite ordinary - some of the best scientific minds in the world were gathered here. But in 2077, during the war, Boston was bombed, and the people who were at the institute at that time took refuge in an underground bunker under the building in order to survive. They managed to do this, but they could no longer get out. Fortunately, the bunker had supplies necessary for further survival, and scientists united in order to continue living underground and engage exclusively in scientific activities.

As a result, the “Institute” appeared, which gradually expanded the small bunker, turning it into a real underground base, untouched by the war. You can only get inside using a teleport - the base has no other connection with the surface. This is why many players are trying to figure out the question in the game Fallout 4: where is the “Institute” located? But they are defeated over and over again, since you can only get there using a teleportation device.

Major achievement

There are a variety of beneficial consequences for joining this faction in Fallout 4 - the Institute's armor, for example, is very good. However, there is another point worth noting that is historical and greatly influenced how the universe developed.

The fact is that scientists who were locked underground conducted a lot of scientific research and made a decent number of discoveries. The most striking of them were synths - androids, which are almost impossible to distinguish from ordinary people. For some time they served as helpers to humanity, but, naturally, it is very difficult, with so much evil on Earth, to adhere to humanity in such a situation. The Institute itself believes that synths are its property, and not creatures with their own desires and will. Therefore, there are opponents of the “Institute” who would like to get rid of their influence and free the synths from the slavery of their creators.

So if you find out how to get into the "Institute" in Fallout 4, then you should understand that you will be supporting some kind of tyrants - so join there if you have no problems with this or if you are developing not the kindest character , which is quite possible in this game.

Leading specialists

As mentioned earlier, the Institute employs a large number of incredible specialists, scientists and real geniuses who are engaged in a wide variety of developments. Among them, it is necessary to highlight five people - Father, who is the current leader of the faction, as well as four heads of different branches of the Institute.

Madison Lee is the woman in charge of the department for the development, creation and improvement of synths, called the Higher Systems Department.

Clayton Holdren heads the Biosciences Department, which is responsible for breeding plants, creating medicines, and supplying the entire Institute with food.

Justin Ayo is one of the main “bad guys”, since it is he who is responsible for the Robotic Control Department, which depersonalizes synths. It controls the number of androids produced, where they were sent, whether they were destroyed on time, disposed of if there were faults, and so on.

And, of course, it is worth mentioning the Infrastructure Department, which deals with the electrical supply of the Institute, and is headed by Ellie Fillmore.

These are the characters you'll interact with if you choose The Institute as a faction in Fallout 4. Whether these people are good or bad is up to you to decide, because every problem can always be looked at from different angles.

Legends about the "Institute"

Regardless of what exactly you think about the Institute, the people of the Commonwealth almost universally hate this faction and wish for it to be destroyed. However, they themselves cannot do this for well-known reasons - it is impossible to get to the Institute’s base without the necessary equipment. Therefore, this faction is gradually acquiring legends that scientists kidnap people for experiments, who then do not return. However, is this a legend? No one knows.

Relations with Podzemka

The relationship between the Institute and the Underground is extremely hostile - the problem lies precisely in the synths. Representatives of the Underground kidnap and reprogram the synths, thereby allowing them to become independent from the Institute, which considers them its property. If you play for the Institute, then at the end of the game you will have to destroy the headquarters of the Underground.

Relations with the Brotherhood of Steel

There is also a war between these two factions in the game Fallout 4. “Institute” or “Brotherhood of Steel”? Here the choice is no longer so moral, because both factions do not have particularly positive traits. The problem with the conflict is that the Brotherhood considers synths to be super mutants, that is, disgusting creations created by human hands, and believes that they need to be destroyed. In addition, there is a struggle between these two high-tech factions for access to high technology. At the end of the game, you will need to destroy the Brotherhood of Steel base by reprogramming their most powerful weapon, Liberty Prime.

Relationship with the Minutemen

With this faction, everything is much simpler - the Minutemen are absolutely neutral in relation to the Institute, so if you do not provoke conflicts, then nothing bad will happen. During the game, synths will periodically raid Minutemen villages, but this will not escalate into a global conflict.

Good or bad?

Now the time has come to sum up - is the “Institute” a good faction or a bad one? Naturally, on a universal scale, we can safely say that the “Institute” is a real tyranny. Scientists create thinking robots with their own feelings and desires - and mark them as their property. Therefore, in the overall picture, “The Institute” looks like a typical image of the “bad guys”.

Institute- one of the factions in the territory of the Commonwealth in Fallout 4 . Institute is one of the most important organizations in the game and this faction is directly involved in the passage of the game. This organization was added by the developers to Fallout 4, but mentions of it appeared even earlier in Fallout 3 And New Vegas.

For ease of navigation through the article, we suggest you use a summary:

The history of the appearance of the Institute in Fallout 4

During the Great War, students of the Technological Institute tried to escape the bombing in the basement of the institute, they succeeded, but they were covered in rubble and could not get out of the basement. They were not only able to survive, but also continued their research, achieving a breakthrough in them, during which robots were created that could not be distinguished from humans, they were called synths. In 2110 they decided to create a new organization and called themselves the Institute. For a long time, the Institute remained in the shadows, all the necessary resources were mined by synths, they came to the surface through a teleport created by the Institute. One of the reasons why the Institute remained in the shadows was the fear that the population of the Commonwealth, out of fear, would block this organization's access to the energy that was produced using stations on the surface.

17 years after the creation of the Institute, another breakthrough was outlined in the development of the next generation of synths, but the Institute’s employees were at a dead end, they needed pure DNA, which was no longer available in the current generation of people of the Commonwealth. The Institute's employees send Kellogg to search for the missing component. According to their data, people in a state of cryosleep could remain in Vault 111, Kellogg was tasked with finding such people, the ideal option was to find a child, and it turned out to be Sean, the son of the main character. Based on his DNA, 3rd generation synths were developed. It was this task from Kellogg that served as the basis for the plot of Fallout 4.

What is known about the Institute?

There is a lot of information about the Institute in the vastness of Fallout 4, it is known that this organization has enormous technical potential, surpassing even the potential of the Enclave, which is worth even the invention of teleport or synths. The headquarters of the Institute is located in Boston and you can only get into it through a teleport, the key to the teleport, all employees and synths have a chip with its parameters, having received such a chip, you can build the necessary parameters into the main character’s Pip-Boy, then he will also be able to use teleport.

The Institute’s employees believe that scientific and technological progress can not only save the Commonwealth and the entire planet, but bring it to a level higher than the pre-war one. Because of their developments, the employees of the Institute unwittingly sowed various fears in the hearts of the population of the Commonwealth; ordinary people are confident that the Institute forcibly takes people and conducts experiments on them, they believe that synths are former people, but in fact this is not the case.

Having settled in the basements of the Technological Institute, the employees of this organization did not forget about the beauty; when you first get to the Institute, you admire it, because it is very beautiful around, waterfalls, green trees, cleanliness and order. Inside the Institute, nothing reminds of the past war and the difference with the landscapes that are on the surface is simply enormous. The Institute is constantly expanding its territory, expanding the basements in which they initially took refuge.

It is not surprising that it was at the Institute that Dr. Madison Lee, well known for her Fallout 3 experience, found her place; at the Institute she heads the department that deals with the development of synths.

Institute quests in Fallout 4

  1. Quest “Closed Institution”— this quest is aimed at getting to know the Institute and its key employees;
  2. Quest "Detention"— one of the quests to return an escaped synth;
  3. Quest “Battle for Bunker Hill”— the main objective of this quest is to return the previously escaped synths from Bankre Hill, which is guarded by Underground agents;
  4. Quest “The New Face of Humanity”- during this quest, the main character is present at a meeting of the Institute’s management, during this meeting, the main character becomes the successor to the director of the Institute, in fact its new leader;
  5. Quest "Mass Fusion"— the name of the quest comes from the name of the building in which the main character must find a beryllium impeller. The quest is quite difficult and you will have to work hard to complete it;
  6. Quest “Trapped”— during this quest, the main character must convince a scientist, who is under the protection of the Minutemen, to join the Institute. The quest can be solved either diplomatically or by force;
  7. Quest “Launch” - the main task of the quest is to launch a new reactor, which gives the Institute an almost endless amount of energy;
  8. Quest “At the Last Line”- during this quest, the main character will have to eliminate all the leaders of the Underground, led by Desdemona;
  9. Quest "Shipwreck"— during this quest you need to reprogram the huge robot Liberty Prime so that it would destroy the airship of the Brotherhood of Steel, thereby essentially destroying the brotherhood completely;
  10. Quest “Family Split”- the last story quest of Fallout 4, during this quest, the main character, after the destruction of the Brotherhood of Steel, meets with his son.

Relations of the Institute with other factions

In addition to the Institute, there are 3 more factions in Fallout 4, most of which are aggressive towards the Institute. Their reasons for this are different, for example Pozemka believes that synths are intelligent and the power that the Institute has over them is somewhat similar to slavery. Therefore, the Underground is at war with the Institute and tries to give the synths freedom and refuge.

The Brotherhood of Steel is at enmity with the Institute because of synths, only unlike the Underground, the Brotherhood believes that synths are evil and they all need to be destroyed. In addition to the synths, the Brotherhood understands that the Institute has more developed technologies and is trying to gain access to them, their logic is simple, why negotiate if you can take it by force.

The Minutemen are the only faction that is not initially hostile to the Institute, but under certain circumstances this can change. The impetus for this will be the return of the castle to the Minutemen; if the main character successfully completes this mission, then the Institute will become an enemy of the Minutemen.

  • For some unknown reason, the Institute is hostile to almost the entire Commonwealth, the reason for the enmity is not completely clear;
  • Looking at the Institute's emblem, you will notice a striking resemblance to one of Leonardo da Vinci's works - "The Vitruvian Man".

Institute in Fallout 4- one of the most secret organizations. This is a scientific institution within whose walls scientific research is carried out, the purposes of which the outside world knows little about. It is known that synths were created by the Institute. The other three factions are hostile to this institution. There are rumors that scientists are abducting people and replacing them with synthetics.

Search for the Institute

The investigation will lead the main character to the traces of the Institute. The task requires you to prepare to infiltrate the base of this faction. First, you will need to analyze the chip through the Underground organization, then build a teleport by turning to one of the factions for help. Choose the group you plan to stay with until the end.

How to find the Institute is no longer a question after the construction of the teleport. All you have to do is use the newly created device to transfer to.

Should I join the Institute?

If you like the Underground or the Brotherhood of Steel, then the Institute is not the side to play for. By taking the side of this faction, you will receive the task of destroying the mentioned groups. The Institute is not at war with the Minutemen, but its synths periodically attack settlements.

At the Institute you will find Sean's missing son. If you play against scientists, in any case the building will have to be blown up and then Sean will die. However, he will die even if you support the Institute, but at the same time he will be calm that you will continue his work.

Quests

If you decide to join the Institute, a number of tasks await you:

  • Detention(catching a synth);
  • Battle of Bunker Hill(pick up a group of synths);
  • New face of humanity(participation in a meeting);
  • (get the beryllium impeller);
  • Trapped(return the scientist);
  • Launch(radio message for the Commonwealth);
  • At the last line(liquidation of the Underground);
  • Shipwreck(destruction of the Brotherhood);
  • Family split(farewell to Sean).