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Did you think we would not see what you have done? Did you think I wouldn't know you've betrayed me? After all I've done... The lengths to which I've gone to give you a new home, a new life... For us to be a family... But you have made your choice. From this point on, you are an enemy of the Institute. Should you cross us, we will kill you. Go now, and live whatever meaningless life you can.Father confronting the Sole Survivor on their betrayal.

Banished from the Institute is a side quest in Fallout 4 that is given for becoming enemies with the Institute.

Quick walkthrough[]

Side quest: Banished from the Institute 
Become an enemy of the Institute. 
Return to or escape from the Institute. 
Reward: 300 XP 
Leads to: Form Ranks 

Detailed walkthrough[]

There are multiple ways to get banished, all of which first require completing Institutionalized:

To exit the Institute, simply head for the central elevator and head up to the relay room. Look for the bright red emergency relay button on the side of the main console just outside the relay room and push it to activate the emergency relay. Walk into the relay room and the countdown begins, upon reaching half-way through the countdown, Father will speak over the intercom. If he was killed, an Institute scientist will speak instead, expressing horror at the fact that the Sole Survivor has killed their own son, and tells them to run and promises to kill the player character once found.

If outside of the Institute, return to that location. The Sole Survivor will teleport back to the relay, and Father will speak over the intercom.

Quest stages[]

StageStatusDescription
10 Return to the Institute (If outside the Institute)
20 Escape the Institute
200Quest finishedCompleted

Notes[]

  • Banishment fails all active Institute quests and prevents starting any new ones. The ability to teleport (relay) is lost immediately.
  • Under most circumstances, becoming enemies with the Institute immediately fails Underground Undercover and any active, related Railroad quests and starts Burning Cover instead. However, if the player has not completed the quest Tradecraft and followed Deacon it is possible to continue with the Railroad storyline as Underground Undercover will not immediately fail.
  • If the player character did not complete From Within for the Brotherhood of Steel, then Liberty Reprimed will have additional phases that need to be completed.
  • If the player character did not yet recruit eight settlements for the Minutemen, the quest Form Ranks will be given. Once that quest and Defend the Castle are completed, the player character can talk to Preston Garvey to begin The Nuclear Option for the Minutemen.
  • Completing Ad Victoriam and starting The Nuclear Option for the Brotherhood of Steel will successfully complete Banished from the Institute (and Defend the Castle).
  • If the Sole Survivor is declared an enemy to the Institute, X6-88 will become unrecruitable and will be hostile until he is killed. This can prove to be a problem if he was sent to a settlement, as he may engage the settlers.
  • Killing Father during Nuclear Family will complete the storyline and make the player character become enemies with the Institute.
  • If the start of the quest is triggered through console commands while outside the Institute, the player is not able to relay in. Instead, they need to travel to the C.I.T. ruins, where the quest will be completed upon arrival.
  • Being banished from the Institute is an alternative way to obtain Bunker Hill as a settlement, provided Prep School is also completed for Kessler. After completing Prep School and being banished, speak to Kessler again and the settlement will become allied.
  • Refusing to work with the Institute when the Sole Survivor meets Father for the first time does not trigger this quest, it is an optional ending of Institutionalized. Doing so also unlocks Bunker Hill as a settlement if Prep School was completed.
  • Engaging in combat with Institute personnel after completing Institutionalized as an ally of the Institute does not trigger banishment, as long as only unnamed Institute NPCs are killed. Instead, the combat just triggers normal settlement hostility towards the Institute, which does reset after three in-game days.
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