9:47 if I remember correctly the Institute’s teleportation tech works by piggybacking on the Classical Radio signal, so it’s range extends to everywhere that the radio signal reaches. Therefore a system meant to be able to communicate with Earth *from Mars* would probably be pretty damned handy
They might also have gotten the idea of that teleportation tech from the Surveilance Device in the abandoned shack. The device probably used the same channel to spy wherever a classical radio signal could reach so that ability + the Institute's molecular relay = teleportation within radio signal range. Man, imagine teleporting to Mars.
@@twistedyogert oh absolutely. But thinking smaller, if the molecular relay could *theoretically* get you to Mars, it can absolutely get you anywhere on Earth
I remember reading that the raiders at the fish packing plant were most likely related to the railroad, with there being railroad code signs nearby and all the raiders sharing the same face, shown to be intentional by looking at the game code.
A manenkin cartography map as if they are a faction with potential motives and to work out what they might be up to would be amazing, although probably a hell of a lot of work for a joke.
For the fish packing plant, the institute uses advanced technology that’s mostly made of Aluminium. I think the early gen synths were sent there on a scavenging mission. Too risky, too far, or not worth it for human people, or better model synths. If you look at institute ophthalmoscopes, their tweezers and such, they’re largely made of aluminium, since they’d either have to mine metals to turn into aluminium, or scavenge it, I think the latter makes the most sense
It what must’ve made me choose to side with them. My first character really was about collecting any & everything available & packing them into workshops with caravans connecting everything. The Minutemen protect the surface, & the Institute can mind their own business like Vault 81, neutral peace.
But the only way in or out of the Institute, at least that they're aware of, is the molecular relay, and they're constantly complaining about how expensive it is to use. Just teleporting synths to and from the surface is enough to tax their existing power generation to its limit, I wouldn't think they'd have the electricity to spare to teleport large quantities of aluminum.
I don't think it's a coincidence that the crazy weapons merchant makes her way past gunners and raiders in dangerous territory. I could see her peddling her wares to bad guys too, she even says "Better buy my big guns now because you bet your ass your enemies will." You could claim that she would likely come under fire, but I could definitely see the gunners buying weapons from her instead of stealing them because she could continuously sell them weapons, which would be far better than stealing one shipment of them. I'd also like to point out that just because some birds aren't real, doesn't mean they all aren't real. We can speculate that a crow means the area is under surveillance, but it isn't bullet proof evidence.
52:00 Before the Castle attack from the institute, Ronnie Shaw also mentions that the watchers have been spotted multiple times, giving away the attack.
Worth noting that Sturges and Magnolia are also synths. While I personally believe Sturges is a runaway synth that got Railroaded (i.e. he can help us destroy the institute without objection) Magnolia I think is still likely a Institute spy that replaced the real Magnolia at some point (funny enough this makes it canon that sex with synths is entirely possible). There's also the event in Goodneighbor where two members of the Neighborhood Watch gun down a synth replacement name Sammy; this plus Magnolia indicate that the Institute does indeed keep an eye on Goodneighbor.
Mayor Mcdonough's humanity was called into question by Piper Wright, and this is called out as the main reason they wanted to cut ties with him in the first place. It's perfectly reasonable to believe Magnolia might be an institute synth who just floated under the radar. Then again, I feel like if she was a spy, there would be some form of documentation on this in the institute like there is for Mcdonough. @@ADMONIUS
Ya. Sex with synth wasn't a question. Syths can't reproduce was the big giveaway. And we all know you can have sex with anything if you're willing enough
Awesome video man 😎👍🏼. I have to say exploring the CIT ruins is a creepy experience. Obviously there isn’t much in there(not even a holotape) but that’s the point. The Institute took all of their files & tapes with them underground. Just a massive empty creepy ruin(with those weird face statues) with no clues to the Institute base. Plus the wasteland music(The one that plays when you’re inside buildings) makes it even more creepy.
About the fishpacking plant, it won't surprise me if there are a few boats traveling up and down the east coast, doing trades and ferrying people. They might be uncommon, but still we have seen boats traveling to Point Lookout and to Far Harbor. Institute might be taking the fishpacking plant and turning it into a boat tracking location.
The makra fishpacking plant is fairly close to far harbor, relatively speaking. Perhaps the institute are going to use it as a base to launch an assault to reclaim synths
It’s no where near far harbor it’s literally just in the northwestern corner of the commonwealth in Massachusetts far harbor is Bar harbor Maine Massachusetts and Maine are very far apart
Reed Marina is directly next to a massive Satellite relay station and 2 separate settlements within walking distance of each other and the National Guard Training Yard. it is also directly in the path of Trashcan Carlas route from bunker hill and a mainstay location for another one of the traders. Meaning the Courser being there could be the Institute actually guarding a forward base which they could use to observe both the settlements to find out if the settlements could be used in future experiments or just an area for the courser to chillout at while waiting for the traders to give an information drop kind of like a staged Drop point in spy movies where one informant meets another near or around heavily populated areas where people seem to just not go for what ever reason such as a park, playground or in this case a marina/pier. The only thing missing would be a small tool box or metal chest that's only full of papers, folders and technical documents to make it an information drop point.
Awesome maps, just some remarks : - The Warren Theater synth is just a reference to a scene in Blade Runner where Deckart is ambushed by a replicant hiding among mannequins. - the synth are present in Malden Metro because it's a Railroad synth exchange point (you clear it out with Curie during the Memory Interrupted quest)
29:00 Jenny can be seen again if you free her and are a part of the railroad main quest line, when you get sent to Ticonderoga to kill the courser, she is on the top floor of the safe house.
My guess, Makra was a Railroad Safehouse, with guards posing as raiders or raiders on "friendly" terms with the RR. That would explain why they left the synths there, to ambush any RR couriers.
40:40 Although there are more people that go to the Dugout Inn, most of the rich folk from Diamond City go to the Colonial Taphouse which is why I think that the institute prioritizes having an informant there, most of the city's funding and important decisions probably come from that place.
One thing I tried doing when I first played this game was map out where Kellogg had been because some locations had San Francisco Sunlights, this was years ago, and as someone who loves maps, your series is a dream come true, someone who can do what I've always wanted, I hope to see the Kellogg locations on here too
Theory for the surveillance center under the old shack: Maybe the Institute *already* recovered something of value from that location sometime prior to the Sole Survivor's arrival. The three synths left waiting in the dark were left there for the Institute's own surveillance, for whatever reason. Perhaps whatever technology it was they went to recover was deemed too important/dangerous for anyone else to ever find out about, so they left some synths there on standby to take care of any would-be scavengers that might stumble their way in.
If I had to theorize about the Mayoral Bunker, I believe those synths are a detachment of Kellog's group to clean the place up. Due to Kellog being their surface asset and knowing that the sole survivor is looking for him, he might not have a place to call his own
The Institute is one of those groups that I feel like if they had people that cared about other people other than just science at the start of the war, they could have done so much more for the world instead of just being a bunch of nerds that hate other people.
It's not so much that they hate other people, they are so nerdy that they don't want to risk revealing themselves until they are sure they hold all the cards in the political game of the commonwealth. It's the reason they interfere with the progress of all factions, they cannot allow any of them to become too powerfull until they can start their reactor and impose their will upon the commonwealth at the end of their quest chain. Their are assholes because they want to be the top dog, in the end, that makes just about everyone else assholes too.
It feels to me like Bethseda was trying to do or say something with the Institute. But it gets lost in the shallow dialog and shallow scripting to fit the 4 button responses. What could have been a good chance of social commentary gets lost in "Good Science, poor morals" projection.
Yeah, they’re just too evil. Like their FEV stuff is completely cruel and also pointless, and they continued it with no aims. The only reason the whole operation stopped was due to their equipment being trashed. Then there’s the massacre of the provisional gov, the kidnappings and murders of settlers, the synths being used as slaves…
They’re the elves of the commonwealth. They pretend to espouse high and mighty ideals while justifying amoral atrocities. All with that trademark arrogance.
I wish they were more active, but not to "care about other people" lmao; The Institute could easily conquer the wastes and mold them into whatever environment they want. The Institute is one ambitious, competent, power-hungry leader away from taking war to the surface with an army of Synths; don't know why it's taking them so long.
I was always under the impression that the Institute was still at University Point because they never recovered the tech that they were there to retrieve. So they were searching for it while also being a deterrent to other settlers repopulating the settlement. It’s been a few years since my last proper playthrough however.
52:13 For the castle I recall in the concept art it says seagulls are also watchers and that could be used to spy on the minutemen since it's a coasty area. Furthermore the presence of birds in spooky areas like the graveyard could be one or two things. One that these birds are real birds and are just hanging about or that these birds are just sent to wander sometimes around the wealth and end up in random locations.
Loved this! I don't usually play through the Institute quests, so this really expanded my knowledge of the Institute's activities in the Commonwealth. Thanks!
Lol, one could combine this with the theory that it was a suspected RR base and the synths were told to eliminate everything there. The cats kept killing the watchers in the area, convincing the IN that the RR had holdings there, so they sent a team to "handle" it.
@hanzzel6086 OR they're intelligent enough to just realize cats kill birds so sent synths to kill them WITHOUT making a convoluted connection to the RR.....
Ohh hell yea, i listened to your other cart vids at work recently. Adds great world lore to my roleplay of my character listening to these and learning who im taking on in full.
The Institute wiping out all the cats has pretty much made me lose any interest I may have had to join them on any future playthrough. I can't side with such *savages*.
NO!!! NOT THE HECKING CATORINOS!!!! Still better than the Fascist BOS & Anti-Fascist Railroad. Meat is meat, & you have **no choice** in being picky in post-apocalypse. Now.
One thing I found interesting is, after destroying the institute with any of the 3 factions and becoming the general of the minutemen, Preston Garvey has a chance to give you a radiant quest to kill a rogue institute courser that has sided with a raider gang.
Between the Railroad sign on a truck and the identical faces of the raiders makes me think that Makra Fishpacking plant had something to do with the Railroad. I wonder if it was a safehouse for Synths-identical faced and posing as raiders to try to fool enemies such as the Institute. It’s curious though, while all synths are created identical, they’re immediately processed to be made unique. And the Railroad routinely surgically alters the faces of escaped Synths so I don’t understand why these would be identical. But I like the theory better than the more generic theories that Makra has enough useful intact machinery/technology that they want to scavenge, or the abundant aluminium is something they want to harvest. But I don’t know.
7:41 the synths at slocem Joe's are only there for the mission, if you come at an earlier time, the synths and turrets are not there, but the boxes they stand on are
33:00 from my most recent survival run, the railroad also sent me to the malden metro station to clear it out because it was hindering a route they'd use to smuggle synths out of the commonwealth. It may be related to that, or perhaps they're looking for a way in to vault 75, perhaps through some vents that are connected to the subway or something like that.
Ronnie Shaw mentions that the "crow-things" were recently spotted around the Castle before their battle with the Institute during the Minutemen questline.
You feel bad for those people at Warwick. That dude Bill Sutton who you have to talk down in the quest is right THE WHOLE TIME like dead on accurate about every single thing going on lmao. Then he stands down and leaves "oh wow, i was gonna do this in front of june and the kids.... i've lost sight of things" cue a few weeks/months later the institute is gonna take the seeds back and kill everyone lol
Honestly I've been reluctant to watch this series, since I'm not interested in Cartography or Geography, but this was surprisingly (or not surprisingly considering the quality of all the other content on the channel) good Only criticism I might offer is that it'd be nice to see the overall map at the end, combining all the places with Institute's presence, all th informants, etc, maybe even version before and after Institute ending
Honestly the old folks homes likely was needed as a signal extender and safe place to teleport in people to the area, the radio signals can be interfered with by some old world tech affecting the teleportation so they need place to serve as signal strengthening centers and safe teleport points, this is the only explanations aside from the institute following the player either to protect or hunt them.
The fishpacking plant might be related to Far Harbour? I mean it's the location that's closest to it, so maybe the institute set up shop out there to try and prevent escapees from leaving the commonwealth
In nursery home, you log in terminal as old resident (after 200+ years). So probably their system is connected to terminal and they send party to inspect the site.
Love your videos. I love the Fallout series and have played each exhaustively, but your storytelling and vids are awesome for when I can't get my direct fix, like audiobooks of some of my favorite stories. Keep with it man, gl!
17:35 I think this scene is supposed to represent the commonwealth and all the major players. You have the minutemen and general people of the commonwealth as the mannequins, the brotherhood as the dead soldier in uniform, the jangles toy as the railroad, and the synth of course as the institute. Then sole survivor arrives to make a mess of the place.
Instant like, I usually save ur Vids for in the a.m. so I have something to watch b4 work! Love the channel, keep up the amazing work. Praise to Atom ⚛️
I got a Variable Removal radiant quest (first one I got from PAM in fact, well before I beat the game with the Minutemen) to take out a Courser at the Robco Battlezone in Nuka World (I still haven't started the Nuka World content yet, lol). I first became aware of the Malden Center station synths when following provisioners as part of my ongoing project to determine the best provisioner routes, only to find my provisioner from Greentop to Taffington Boathouse, only to find them tangling with the two synths outside the station entrance & the super mutants outside the Malden Hospital.... Synths will also attack checkpoints after an Institute defeat on a semi-regular basis, plus after a Minutemen victory, one possible Radio Freedom radiant quest is to help defend a settlement against an attack by remnant synths. This one is pretty rare, though: In the 1000+ hours I've played Fallout 4, I've had it come up less than half a dozen times.
Sandy Coves is possibly a remnant of the institute's early initiative of extending life. There is evidence of tech that allowed for people to survive decapitation in the home itself, likely scrapped by drones before the player's arrival. This is supported by the state of J.C Bradburton in the Nuka-World DLC. It's poetic that in the institute's brutal approach to progressing science, they might've destroyed as much as they created.
Maybe Reeb Marina is interesting to the institute not because of the location itself, but to serve as a forwarding base for investigating the satellite dishes nearby.
with the abandoned shack there is also a partial suit of x-01 power armor its possible the institute wanted to capture it and learn to construct their own power armor so they could also have the heavy infantry like the brotherhood hasthere are many abadoned suits so its possible they chose x-01 to have a defensive edge over the brotherhoods t-60 armor
I doubt they were going to make Heavy Infantry as the Institute has shown no prior interest in making a formal fighting force. It's more likely they wanted the armor for simple study or to make a suit for the Coursers if making PA was the goal. Remember that the Institute relies on it's location underground for protection and Highly skilled Coursers and Kellog to deal with enemies. Before the BoS they never had to fight a foe directly and would have no need for a military, and this ignores the fact the people in charge are not military-minded, only scientists.
(36:28) Regarding the cats; there are spy cats trained to locate & record synths, the institute wiped out the cats because the cats were collecting data on them; I forget who uncovered this and what fallout it refers to, but there is a mission you are sent on to find one of these spycats, & then you say a special codeword, and it starts to talk in clear english to your character.
54:00 I think The Institute might be using Reeb Marina as a scouting or forward base for an attack on the Revere Satellite Array. The satellites themselves could possibly still have tech in them that could be used by The Institute. That's the most logical assumption to me
Theory about the Reeb marina and as to why the institute would send coursers to that location is for a recon mission on the nearby locations like the satellite array. Theory number two is that there is a courser there trying to track down the exact location that the railroad is taking synths out of the commonwealth as there are some paths that they don't know about yet and they would want to dispatch an expert to the nearby area to watch it.
54:08 As the Institute main area of expertise is in making Synthetics (humans, dogs, birds, and gorillas) maybe the Courser is there to potentially find usable DNA from the fish once kept there to make Synthetic marine life.
You should do a feral ghoul cartography where you talk about areas with unique feral ghouls/glowing ones, large groups of feral ghouls, and areas with dead feral ghouls
Another theory for the fish packing plant is that they are there to intercept synths that are trying to get to far harbor. There is even a quest (after helping chase) where the gun seller sends you after a courser that has tracked chase to the island. This is assuming that they are possibly aware of Acadia, which is confirmed when the sole survivor informs the institute of Acadia's location
For the fish packing plant, I believe look at its location it's the most northeastern settlement on the Map, so my theory is that they are using it to get too Far Harbor.
Maybe the fish plant is another instance of the institute reclaiming a synth, we k ow synths join raider groups sometimes, we know CIT will just wipe them out and take the synth back, maybe the Gen 1s we find were left behind for some reason after the courser went through.
For the first one it could be that the institute wanted to put a synth as the raider leader (same as libertalia during the institute quest line I believe) for either a steady flow of resourses or maybe for an advantage or both. But it went wrong and they had to be wiped out
I never new a synth was in the Warren Theater. I have all the creation club content so I only go for the Shrouded Manor questline. I got to check if they are there now.
Another excellent video! I was wondering if you have plans to go into locations controlled by ghouls? Anyways, I appreciate the effort you put into these productions!
1:40 I think that Diamond City should've been included in this part of the map in the beginning of the video. Because of the Mayor...confirmed obese gen 3 Synth.
9:47 if I remember correctly the Institute’s teleportation tech works by piggybacking on the Classical Radio signal, so it’s range extends to everywhere that the radio signal reaches. Therefore a system meant to be able to communicate with Earth *from Mars* would probably be pretty damned handy
They might also have gotten the idea of that teleportation tech from the Surveilance Device in the abandoned shack. The device probably used the same channel to spy wherever a classical radio signal could reach so that ability + the Institute's molecular relay = teleportation within radio signal range.
Man, imagine teleporting to Mars.
In far harbor its shown that outside of the commonwealth, the molecular relay needs an extension unit set up to allow teleportation.
@@nafinbomb I’d always assumed that was an extender to the radio signal, and thus the relay
Seems dangerous to go all the way to Mars using the Molecular Relay.
@@twistedyogert oh absolutely. But thinking smaller, if the molecular relay could *theoretically* get you to Mars, it can absolutely get you anywhere on Earth
I remember reading that the raiders at the fish packing plant were most likely related to the railroad, with there being railroad code signs nearby and all the raiders sharing the same face, shown to be intentional by looking at the game code.
Makes me dislike the railroad even more
Would make much more sense for the gunners to be a make faction and the railroad to be a secondary factionz
@@MrTod1984railroad is cool tho :(
@@LucyWest370 yeah but too specialized to be a major faction
@@MrTod1984 Fair but it makes sense youd be able to join them to take down the institute, though the way they do it is extremely dumb
@@MrTod1984 specialised in fighting and avoiding the institute though, which is very handy.
A manenkin cartography map as if they are a faction with potential motives and to work out what they might be up to would be amazing, although probably a hell of a lot of work for a joke.
Please no. Ever since watching the first episode of the Doctor Who remake as a kid they make me very uncomfortable
That'd be a good April Fool's video idea.
@@dirkvoth921such a good episode
@@dirkvoth921 spongebob and patrick on the tiny roller coaster:
@@dumbguy1007 Halloween episode? xD
For the fish packing plant, the institute uses advanced technology that’s mostly made of Aluminium. I think the early gen synths were sent there on a scavenging mission. Too risky, too far, or not worth it for human people, or better model synths.
If you look at institute ophthalmoscopes, their tweezers and such, they’re largely made of aluminium, since they’d either have to mine metals to turn into aluminium, or scavenge it, I think the latter makes the most sense
It what must’ve made me choose to side with them. My first character really was about collecting any & everything available & packing them into workshops with caravans connecting everything.
The Minutemen protect the surface, & the Institute can mind their own business like Vault 81, neutral peace.
But the only way in or out of the Institute, at least that they're aware of, is the molecular relay, and they're constantly complaining about how expensive it is to use. Just teleporting synths to and from the surface is enough to tax their existing power generation to its limit, I wouldn't think they'd have the electricity to spare to teleport large quantities of aluminum.
I don't think it's a coincidence that the crazy weapons merchant makes her way past gunners and raiders in dangerous territory. I could see her peddling her wares to bad guys too, she even says "Better buy my big guns now because you bet your ass your enemies will." You could claim that she would likely come under fire, but I could definitely see the gunners buying weapons from her instead of stealing them because she could continuously sell them weapons, which would be far better than stealing one shipment of them. I'd also like to point out that just because some birds aren't real, doesn't mean they all aren't real. We can speculate that a crow means the area is under surveillance, but it isn't bullet proof evidence.
52:00 Before the Castle attack from the institute, Ronnie Shaw also mentions that the watchers have been spotted multiple times, giving away the attack.
Worth noting that Sturges and Magnolia are also synths. While I personally believe Sturges is a runaway synth that got Railroaded (i.e. he can help us destroy the institute without objection) Magnolia I think is still likely a Institute spy that replaced the real Magnolia at some point (funny enough this makes it canon that sex with synths is entirely possible). There's also the event in Goodneighbor where two members of the Neighborhood Watch gun down a synth replacement name Sammy; this plus Magnolia indicate that the Institute does indeed keep an eye on Goodneighbor.
The only thing that would disprove your theory is that Magnolia doesn’t pull a McDonough when the Institute is turned into a crater.
Mayor Mcdonough's humanity was called into question by Piper Wright, and this is called out as the main reason they wanted to cut ties with him in the first place. It's perfectly reasonable to believe Magnolia might be an institute synth who just floated under the radar. Then again, I feel like if she was a spy, there would be some form of documentation on this in the institute like there is for Mcdonough. @@ADMONIUS
Is sex with synths a debated thing? We can enjoy a lover's embrace with Curie. Suggesting we have known her, biblically speaking.
Ya. Sex with synth wasn't a question. Syths can't reproduce was the big giveaway.
And we all know you can have sex with anything if you're willing enough
No way! Magnolia? She is so sweet
Awesome video man 😎👍🏼. I have to say exploring the CIT ruins is a creepy experience. Obviously there isn’t much in there(not even a holotape) but that’s the point. The Institute took all of their files & tapes with them underground. Just a massive empty creepy ruin(with those weird face statues) with no clues to the Institute base. Plus the wasteland music(The one that plays when you’re inside buildings) makes it even more creepy.
About the fishpacking plant, it won't surprise me if there are a few boats traveling up and down the east coast, doing trades and ferrying people. They might be uncommon, but still we have seen boats traveling to Point Lookout and to Far Harbor. Institute might be taking the fishpacking plant and turning it into a boat tracking location.
I think their target was... the cardboard boxes NEXT to the aluminum. They want to make a giant cardboard box robot. A cardboard box Liberty Prime.
I want that as a mod
The makra fishpacking plant is fairly close to far harbor, relatively speaking. Perhaps the institute are going to use it as a base to launch an assault to reclaim synths
That would make sense because one of the side quests is to clear a courser tracking them
It’s no where near far harbor it’s literally just in the northwestern corner of the commonwealth in Massachusetts far harbor is Bar harbor Maine Massachusetts and Maine are very far apart
@@kingtoad2234It is the location when the kazumi radio signal is strongest though.
The institute doesn’t know they exist
Love your profile picture, is it from something?
Reed Marina is directly next to a massive Satellite relay station and 2 separate settlements within walking distance of each other and the National Guard Training Yard. it is also directly in the path of Trashcan Carlas route from bunker hill and a mainstay location for another one of the traders. Meaning the Courser being there could be the Institute actually guarding a forward base which they could use to observe both the settlements to find out if the settlements could be used in future experiments or just an area for the courser to chillout at while waiting for the traders to give an information drop kind of like a staged Drop point in spy movies where one informant meets another near or around heavily populated areas where people seem to just not go for what ever reason such as a park, playground or in this case a marina/pier. The only thing missing would be a small tool box or metal chest that's only full of papers, folders and technical documents to make it an information drop point.
Awesome maps, just some remarks :
- The Warren Theater synth is just a reference to a scene in Blade Runner where Deckart is ambushed by a replicant hiding among mannequins.
- the synth are present in Malden Metro because it's a Railroad synth exchange point (you clear it out with Curie during the Memory Interrupted quest)
glory*
29:00 Jenny can be seen again if you free her and are a part of the railroad main quest line, when you get sent to Ticonderoga to kill the courser, she is on the top floor of the safe house.
My guess, Makra was a Railroad Safehouse, with guards posing as raiders or raiders on "friendly" terms with the RR. That would explain why they left the synths there, to ambush any RR couriers.
40:40 Although there are more people that go to the Dugout Inn, most of the rich folk from Diamond City go to the Colonial Taphouse which is why I think that the institute prioritizes having an informant there, most of the city's funding and important decisions probably come from that place.
25:35 Vertibird starts crashing before even getting shot at.
Good ol' Brotherhood pilots. Idiot ran into a tree
These are by far some of the most creative and entertaining videos on Fallot on YT. Keep up the great work and may you bask in Atoms glow
I love this series. The world always feels more fleshed out with every chapter.
The presence of Synths at malden is explained by the associated RR Quest, they smuggled synth thru the tunnels and the institute figured that out
One thing I tried doing when I first played this game was map out where Kellogg had been because some locations had San Francisco Sunlights, this was years ago, and as someone who loves maps, your series is a dream come true, someone who can do what I've always wanted, I hope to see the Kellogg locations on here too
Theory for the surveillance center under the old shack: Maybe the Institute *already* recovered something of value from that location sometime prior to the Sole Survivor's arrival. The three synths left waiting in the dark were left there for the Institute's own surveillance, for whatever reason. Perhaps whatever technology it was they went to recover was deemed too important/dangerous for anyone else to ever find out about, so they left some synths there on standby to take care of any would-be scavengers that might stumble their way in.
If I had to theorize about the Mayoral Bunker, I believe those synths are a detachment of Kellog's group to clean the place up. Due to Kellog being their surface asset and knowing that the sole survivor is looking for him, he might not have a place to call his own
The Institute is one of those groups that I feel like if they had people that cared about other people other than just science at the start of the war, they could have done so much more for the world instead of just being a bunch of nerds that hate other people.
It's not so much that they hate other people, they are so nerdy that they don't want to risk revealing themselves until they are sure they hold all the cards in the political game of the commonwealth. It's the reason they interfere with the progress of all factions, they cannot allow any of them to become too powerfull until they can start their reactor and impose their will upon the commonwealth at the end of their quest chain.
Their are assholes because they want to be the top dog, in the end, that makes just about everyone else assholes too.
It feels to me like Bethseda was trying to do or say something with the Institute. But it gets lost in the shallow dialog and shallow scripting to fit the 4 button responses.
What could have been a good chance of social commentary gets lost in "Good Science, poor morals" projection.
Yeah, they’re just too evil. Like their FEV stuff is completely cruel and also pointless, and they continued it with no aims. The only reason the whole operation stopped was due to their equipment being trashed.
Then there’s the massacre of the provisional gov, the kidnappings and murders of settlers, the synths being used as slaves…
They’re the elves of the commonwealth. They pretend to espouse high and mighty ideals while justifying amoral atrocities. All with that trademark arrogance.
I wish they were more active, but not to "care about other people" lmao; The Institute could easily conquer the wastes and mold them into whatever environment they want. The Institute is one ambitious, competent, power-hungry leader away from taking war to the surface with an army of Synths; don't know why it's taking them so long.
As a lover of cartography and fallout, I LOVE THIS SERIES AND WOULD LOVE TO SEE A F:NV OR FO3 STYLE
I was always under the impression that the Institute was still at University Point because they never recovered the tech that they were there to retrieve. So they were searching for it while also being a deterrent to other settlers repopulating the settlement. It’s been a few years since my last proper playthrough however.
Lmao, at 36:30, holding the cat up to the synth like you're saying, "Look what YOU did!"
Trying to explain the narrative nightmare of the Institute is like trying to get blood from a stone…
52:13 For the castle I recall in the concept art it says seagulls are also watchers and that could be used to spy on the minutemen since it's a coasty area.
Furthermore the presence of birds in spooky areas like the graveyard could be one or two things. One that these birds are real birds and are just hanging about or that these birds are just sent to wander sometimes around the wealth and end up in random locations.
Loved this! I don't usually play through the Institute quests, so this really expanded my knowledge of the Institute's activities in the Commonwealth. Thanks!
Wooooo! New cartography video! These are the best!!
The cats kept killing the watcher birds. That's why they sent synths.
Lol, one could combine this with the theory that it was a suspected RR base and the synths were told to eliminate everything there.
The cats kept killing the watchers in the area, convincing the IN that the RR had holdings there, so they sent a team to "handle" it.
@hanzzel6086 OR they're intelligent enough to just realize cats kill birds so sent synths to kill them WITHOUT making a convoluted connection to the RR.....
Im loving all these videos, the lore, the cartography, the ones that just cover such fun little things, theyre all great, thank you!
I’ve been binging on you videos since I found you last week. Soothing, calm, fun, and overall enjoyable. Can’t wait for more!
Ohh hell yea, i listened to your other cart vids at work recently. Adds great world lore to my roleplay of my character listening to these and learning who im taking on in full.
The Institute wiping out all the cats has pretty much made me lose any interest I may have had to join them on any future playthrough.
I can't side with such *savages*.
You mean *catophobes*
I wish we could have a cat companion in Fallout 4 named "Catmeat" tbh. does the exact same of what Dogmeat does, except smaller.
@@The_Raptor I’m sure there’s a mod for that maybe on Xbox or PlayStation but I doubt it
Jokes on them, I, Myself being the absolute GigaChad that I am, uses god powers to resurrect all the cats and add a few more.
NO!!! NOT THE HECKING CATORINOS!!!!
Still better than the Fascist BOS & Anti-Fascist Railroad. Meat is meat, & you have **no choice** in being picky in post-apocalypse. Now.
RadKing always coming through with the stuff that I can fall asleep to.
One thing I found interesting is, after destroying the institute with any of the 3 factions and becoming the general of the minutemen, Preston Garvey has a chance to give you a radiant quest to kill a rogue institute courser that has sided with a raider gang.
Between the Railroad sign on a truck and the identical faces of the raiders makes me think that Makra Fishpacking plant had something to do with the Railroad.
I wonder if it was a safehouse for Synths-identical faced and posing as raiders to try to fool enemies such as the Institute. It’s curious though, while all synths are created identical, they’re immediately processed to be made unique. And the Railroad routinely surgically alters the faces of escaped Synths so I don’t understand why these would be identical.
But I like the theory better than the more generic theories that Makra has enough useful intact machinery/technology that they want to scavenge, or the abundant aluminium is something they want to harvest.
But I don’t know.
Could be early run gen 3 synths, all sent on a work order to the surface together and all escaped
7:41 the synths at slocem Joe's are only there for the mission, if you come at an earlier time, the synths and turrets are not there, but the boxes they stand on are
33:00 from my most recent survival run, the railroad also sent me to the malden metro station to clear it out because it was hindering a route they'd use to smuggle synths out of the commonwealth. It may be related to that, or perhaps they're looking for a way in to vault 75, perhaps through some vents that are connected to the subway or something like that.
29:48 - 30:40 you accidentally repeat yourself :)
I just noticed that. Made me think I was crazy
Ronnie Shaw mentions that the "crow-things" were recently spotted around the Castle before their battle with the Institute during the Minutemen questline.
You feel bad for those people at Warwick. That dude Bill Sutton who you have to talk down in the quest is right THE WHOLE TIME like dead on accurate about every single thing going on lmao. Then he stands down and leaves "oh wow, i was gonna do this in front of june and the kids.... i've lost sight of things"
cue a few weeks/months later the institute is gonna take the seeds back and kill everyone lol
YAY! A FINE ADDITION TO MY COLLECTION!
58:00 Malden centre is the target of a railroad misison, the synths are there to block a railroad operaiton.
Honestly I've been reluctant to watch this series, since I'm not interested in Cartography or Geography, but this was surprisingly (or not surprisingly considering the quality of all the other content on the channel) good
Only criticism I might offer is that it'd be nice to see the overall map at the end, combining all the places with Institute's presence, all th informants, etc, maybe even version before and after Institute ending
"Just 3 synths chilling in the dark" is my whole vibe.
great video and very informative video 😀keep up the good work
I think it makes sense that the Institute would wanna secure a good port.
Love this series so much, I hope it doesn't end soon.
Great analysis, your Fallout Cartography videos are my favorite. I can't wait to see the next episode!
Honestly the old folks homes likely was needed as a signal extender and safe place to teleport in people to the area, the radio signals can be interfered with by some old world tech affecting the teleportation so they need place to serve as signal strengthening centers and safe teleport points, this is the only explanations aside from the institute following the player either to protect or hunt them.
The fishpacking plant might be related to Far Harbour? I mean it's the location that's closest to it, so maybe the institute set up shop out there to try and prevent escapees from leaving the commonwealth
@Svenskanorden1 I don't think the CPG had a location stated in lore, and if it did it probably was at a more populated / more central area
In nursery home, you log in terminal as old resident (after 200+ years). So probably their system is connected to terminal and they send party to inspect the site.
36:20 Insane cat ragdoll 💀
praise be to Atom for a fine new RadKing upload !!!!
I don't always agree with everything but I still enjoy these videos and have learned a lot and been giving things to think about.
Love your videos. I love the Fallout series and have played each exhaustively, but your storytelling and vids are awesome for when I can't get my direct fix, like audiobooks of some of my favorite stories. Keep with it man, gl!
Oh man this just made my whole week! Thanks for the new sermon, RadKing!
Switchboard is actually accessible any time, as long as you can hack master locked terminal. You only won't be able to get into the vault.
17:35 I think this scene is supposed to represent the commonwealth and all the major players. You have the minutemen and general people of the commonwealth as the mannequins, the brotherhood as the dead soldier in uniform, the jangles toy as the railroad, and the synth of course as the institute. Then sole survivor arrives to make a mess of the place.
Wow Cricket really does the long haul!
the raiders at the fish plant was in my latest playthrough all looking the same almost as they was clones/synths
Instant like, I usually save ur Vids for in the a.m. so I have something to watch b4 work! Love the channel, keep up the amazing work. Praise to Atom ⚛️
New vid on my favorite Fallout series. Lets go FO Cartography!
54:10 It do be kinda remote, and close enough to Salem that it could be a good insertion point to send in Coursers that got work in the region...
I got a Variable Removal radiant quest (first one I got from PAM in fact, well before I beat the game with the Minutemen) to take out a Courser at the Robco Battlezone in Nuka World (I still haven't started the Nuka World content yet, lol). I first became aware of the Malden Center station synths when following provisioners as part of my ongoing project to determine the best provisioner routes, only to find my provisioner from Greentop to Taffington Boathouse, only to find them tangling with the two synths outside the station entrance & the super mutants outside the Malden Hospital....
Synths will also attack checkpoints after an Institute defeat on a semi-regular basis, plus after a Minutemen victory, one possible Radio Freedom radiant quest is to help defend a settlement against an attack by remnant synths. This one is pretty rare, though: In the 1000+ hours I've played Fallout 4, I've had it come up less than half a dozen times.
Sandy Coves is possibly a remnant of the institute's early initiative of extending life. There is evidence of tech that allowed for people to survive decapitation in the home itself, likely scrapped by drones before the player's arrival. This is supported by the state of J.C Bradburton in the Nuka-World DLC. It's poetic that in the institute's brutal approach to progressing science, they might've destroyed as much as they created.
Maybe Reeb Marina is interesting to the institute not because of the location itself, but to serve as a forwarding base for investigating the satellite dishes nearby.
Just...thank you for your work😍
with the abandoned shack there is also a partial suit of x-01 power armor its possible the institute wanted to capture it and learn to construct their own power armor so they could also have the heavy infantry like the brotherhood hasthere are many abadoned suits so its possible they chose x-01 to have a defensive edge over the brotherhoods t-60 armor
I doubt they were going to make Heavy Infantry as the Institute has shown no prior interest in making a formal fighting force. It's more likely they wanted the armor for simple study or to make a suit for the Coursers if making PA was the goal. Remember that the Institute relies on it's location underground for protection and Highly skilled Coursers and Kellog to deal with enemies. Before the BoS they never had to fight a foe directly and would have no need for a military, and this ignores the fact the people in charge are not military-minded, only scientists.
(36:28) Regarding the cats; there are spy cats trained to locate & record synths, the institute wiped out the cats because the cats were collecting data on them; I forget who uncovered this and what fallout it refers to, but there is a mission you are sent on to find one of these spycats, & then you say a special codeword, and it starts to talk in clear english to your character.
high quality as always 👍👍👍
i never get tired of some fallout lore
I bet the empty marina was either a case of faulty intel on the institute's part, or the railroad got wind and pulled out in time.
54:00 I think The Institute might be using Reeb Marina as a scouting or forward base for an attack on the Revere Satellite Array. The satellites themselves could possibly still have tech in them that could be used by The Institute. That's the most logical assumption to me
21:41 the raider doing a bicycle kick 💀
Theory about the Reeb marina and as to why the institute would send coursers to that location is for a recon mission on the nearby locations like the satellite array. Theory number two is that there is a courser there trying to track down the exact location that the railroad is taking synths out of the commonwealth as there are some paths that they don't know about yet and they would want to dispatch an expert to the nearby area to watch it.
54:08 As the Institute main area of expertise is in making Synthetics (humans, dogs, birds, and gorillas) maybe the Courser is there to potentially find usable DNA from the fish once kept there to make Synthetic marine life.
This is so informative!!! Fantastic reporting; I love this kind of content!🌻🌼🐝
You should do a feral ghoul cartography where you talk about areas with unique feral ghouls/glowing ones, large groups of feral ghouls, and areas with dead feral ghouls
Another theory for the fish packing plant is that they are there to intercept synths that are trying to get to far harbor. There is even a quest (after helping chase) where the gun seller sends you after a courser that has tracked chase to the island. This is assuming that they are possibly aware of Acadia, which is confirmed when the sole survivor informs the institute of Acadia's location
For the fish packing plant, I believe look at its location it's the most northeastern settlement on the Map, so my theory is that they are using it to get too Far Harbor.
Maybe the fish plant is another instance of the institute reclaiming a synth, we k ow synths join raider groups sometimes, we know CIT will just wipe them out and take the synth back, maybe the Gen 1s we find were left behind for some reason after the courser went through.
For the first one it could be that the institute wanted to put a synth as the raider leader (same as libertalia during the institute quest line I believe) for either a steady flow of resourses or maybe for an advantage or both. But it went wrong and they had to be wiped out
For 5:23 you mentioned aluminium, which maybe what the institue is aiming to make syth armours/shells for synths(of all generations)?
At least one of the fallout tribunal have posted I swear I check five times a day for Rad king Synonymous and Triangle city uploads
The crows. Those little bastards are everywhere. Now that I think about it, maybe the cats were killing the crows.
I never new a synth was in the Warren Theater. I have all the creation club content so I only go for the Shrouded Manor questline. I got to check if they are there now.
Been looking forward to the next one of these!
i love your videos man, thank you for your hard work :]
Another excellent video! I was wondering if you have plans to go into locations controlled by ghouls? Anyways, I appreciate the effort you put into these productions!
Can cats tell the difference between humans and synths? They could also take out low flying/on the ground bird drones/synths..,
with the fish packing plant all the raiders are identical which implies they were possibly synths
If I remember right, there is a Railroad marker on one of the trucks outside the fish packing plant
Ah yes, the place.
1:40
I think that Diamond City should've been included in this part of the map in the beginning of the video. Because of the Mayor...confirmed obese gen 3 Synth.
Isn't the fish cannery where the Gary blocks are maybe they wanted him
4:08 what in the world kind of build is that a full radiation health bar?
He is the rad king
54:08 i think the answer is right in the background...i imagine the institute would have some use for those satellite dishes...
If I recall correctly the battle of mass fusion for the minutemen will also be a three way, but I may be completely wrong