Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I think the idea is you got rid of all the witnesses so they do not know you did it. unlike everywhere else where they just know even when no one else was around.
Witnesses don't matter, this isn't Skyrim. Kill them all if you want to. Get some synth grenades and summon your own, then murder them too, nothing matters. They'll all go hostile immediately, of course. But that's expected when you shoot them. No alignment no faction penalty.
Whether you kill everything in the building, or stealthboy right up to the courser, outcome is the same. Completed. Rinse/repeat. FOREVER. No consequences.
I was apparently thinking of that other quest at bunker hill where it actually counts how many allies we kill and does something if the count goes above a certain number.
The radiant quests and places in the wild we run into synths do not seem to have any effect on our standing with the institute.