What do you get if you side with the Institute Fallout 4?

Siding with the Institute in Fallout 4: Rewards, Consequences, and FAQs

So, you’re thinking about siding with the Institute in Fallout 4? It’s a morally complex choice, but one that comes with a unique set of rewards and consequences. Choosing the Institute means aligning yourself with a technologically advanced, but ethically questionable organization, dedicated to replacing humanity with synths. Here’s a breakdown of what you get for your loyalty:

You gain access to the Institute’s resources, a safe and secure base of operations, and a unique storyline that explores the themes of technological advancement, morality, and the definition of humanity. You also get access to Institute technology, including the Synth Relay Grenades which allow you to call in Synths for aid, as well as the teleporter for rapid travel within the Commonwealth. Additionally, you become the de facto successor to Father, wielding considerable influence within the Institute’s hierarchy. This path requires you to eliminate the Brotherhood of Steel and the Railroad, irrevocably changing the Commonwealth’s political landscape.

Benefits of Institute Allegiance

Choosing the Institute offers several distinct advantages:

  • Safe Haven: The Institute is arguably the safest location in the Commonwealth. It’s virtually impenetrable and free from the dangers of radiation, feral ghouls, and raiders.

  • Advanced Technology: You gain access to cutting-edge technology, including synth armor, laser weaponry, and Synth Relay Grenades. These grenades allow you to summon synth allies in combat, providing significant tactical advantages.

  • Unique Questline: The Institute’s questline delves deep into the organization’s philosophy, motivations, and goals. You get a unique perspective on the future of humanity and the role of technology in shaping it.

  • Influence and Power: By siding with the Institute, you rise through their ranks, eventually becoming a powerful figure within the organization. You have a direct impact on their policies and decisions.

  • Teleportation: While not exclusive to the Institute ending, you are granted the option to use the teleporter between locations.

Consequences of Choosing the Institute

While the Institute offers many benefits, choosing to side with them comes at a significant cost:

  • Hostility from Other Factions: Siding with the Institute makes you enemies with the Brotherhood of Steel and the Railroad. This means you’ll have to fight against them and destroy their bases of operations.

  • Loss of Companions: Some companions, such as Deacon, will disapprove of your alliance with the Institute and may leave you. Other companions like Piper and Preston Garvey will be disappointed.

  • Moral Implications: The Institute’s actions are often morally questionable, such as replacing humans with synths and conducting experiments on unwilling subjects. Siding with them means accepting and supporting these actions.

  • Locked-in Allegiance: Once you commit to the Institute’s ending, you can no longer complete quests or interact with allies from other factions. Your path is set, and there’s no turning back.

Detailed List of Rewards

  • Synth Relay Grenades: These grenades summon friendly synths to aid you in combat. They are incredibly useful for overcoming difficult encounters. They can be purchased from the Institute vendor after completing the main quest.

  • Institute Weapons and Armor: Access to advanced weapons like the Institute Laser Gun and armor that offers protection from energy damage.

  • Living Quarters: You are granted a private room within the Institute, providing a safe place to store your belongings and rest.

  • Leadership Position: Over time you will ascend to the leadership role within the Institute, shaping its future direction.

  • Continued Access to the Institute: After completing the main questline, you retain access to the Institute and its resources.

Frequently Asked Questions (FAQs)

Here are some frequently asked questions about siding with the Institute in Fallout 4:

1. What companions do I lose if I side with the Institute?

You will lose Deacon as a companion if you side with the Institute. Additionally, other companions like Piper and Preston Garvey, while potentially still willing to travel with you, will have significantly lowered affinity and negative reactions to many of your actions.

2. Can I betray the Institute after joining them?

Yes, it is possible to betray the Institute by working as a “man on the inside” for the Railroad. This involves undertaking the “Underground Undercover” quest, which takes a considerable amount of time and effort to complete.

3. Is the Institute considered the “evil” faction?

Many players consider the Institute to be the most morally ambiguous or even “evil” faction due to their methods of replacing humans with synths and their lack of regard for the surface dwellers. However, their motives are often rooted in a desire to rebuild and improve humanity, albeit through controversial means.

4. Can the Minutemen side with the Institute?

While there isn’t a formal alliance between the Minutemen and the Institute, you can inform the Minutemen that you are now allied with the Institute during the “Pinned” quest. However, this doesn’t have a significant impact on the game world.

5. What happens if I refuse to join the Institute?

If you refuse to join the Institute when first meeting Father, you will not trigger the main quest line. This unlocks Bunker Hill as a settlement if the “Prep School” quest was previously completed.

6. Can I get Synth Shaun if I side with the Institute?

No, you cannot get Synth Shaun as a companion if you side with the Institute. He remains within the Institute regardless of your choices.

7. What is the best ending in Fallout 4?

The “best” ending is subjective and depends on your personal values. Many players consider the Minutemen ending to be the most morally “good” ending, as it allows for the survival of most factions while ensuring the safety of the Commonwealth. However, the Institute ending is another one that’s often considered the “best” ending by some players.

8. Does Piper get angry if I side with the Institute?

Yes, Piper will likely be upset if you side with the Institute. She may express her disappointment and anger, although she may still be willing to travel with you.

9. Is Shaun the antagonist in Fallout 4?

Shaun serves as a complex figure who acts as the main antagonist of Fallout 4 unless the player character chooses to side with him. His motives are driven by a desire to rebuild humanity, albeit through methods that many find unethical.

10. What happens if I become enemies with the Institute?

Becoming enemies with the Institute results in the failure of all active Institute quests and prevents you from starting any new ones. You will also lose the ability to teleport using the relay. Under most circumstances, this also fails any active Railroad quests and starts the “Burning Cover” quest instead.

11. What is the most peaceful ending in Fallout 4?

The most peaceful ending typically involves siding with the Minutemen and minimizing conflict with other factions. This requires careful planning and avoiding actions that would make you enemies with the Brotherhood of Steel or the Railroad until after you finish the main quest.

12. Can I keep X6-88 after destroying the Institute?

If you complete “The Nuclear Option” by siding with the Railroad without being banished from the Institute, X6-88 will continue to be available as a companion.

13. Is joining the Institute worth it?

Whether joining the Institute is “worth it” depends entirely on your personal play style and moral compass. If you align with their goals of technological advancement and believe in their methods, then joining the Institute can be a rewarding experience. However, if you disagree with their ethics, you may find the consequences too difficult to bear.

14. Do you get a teleporter if you side with the Institute?

Yes, you get the teleporter, which provides rapid travel between locations.

15. What are Synth Relay Grenades?

Synth Relay Grenades allow you to summon synths for aid. Also, once you become enemies with the Institute, any synths you summon will be hostile to you.

Ultimately, deciding to side with the Institute in Fallout 4 is a complex decision with significant ramifications. Weighing the benefits and consequences carefully, considering your own moral alignment, and understanding the impact on the game world is crucial for making the choice that’s right for you.

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