The Battle of Bunker Hill

The Battle of Bunker Hill is a quest in Fallout 4.

Quick walkthrough
Father wants you to go with a Courser to Bunker Hill and teleport back some Escaped Synths. If you warn The Railroad they want you to kill the Courser and leave the area. If you warn the Brotherhood of Steel they want you to kill the Escaped Synths.

Detailed walkthrough
Father wants you to go to Bunker Hill to send some escaped synths back inside The Institute. You will meet up with a Courser who is going to teleport them back. Bunker Hill is under protection of The Railroad, a group of people who helps runaway synths. You can optionally inform Desdemona that the Institute are coming to get their synths back, that way they are prepared. You can also optionally inform Elder Maxson about the attack. If you have talked to both Desdemona and Maxson, the Courser will be suspicious of your lateness, causing it to call for backup.

Quest stages

 * 1) Speak with Father
 * 2) (Optional) Inform The Railroad
 * 3) (Optional) Inform Brotherhood of Steel
 * 4) Meet up with the Courser at Bunker Hill
 * 5) Decide the fate of the Escaped Synths
 * 6) Speak with Father in the ruins of CIT

Behind the Scenes

 * The title of this quest is a reference to the historical Battle of Bunker Hill, an important conflict of the American Revolutionary War occurring near Bunker Hill in 1775.

Bugs

 * 1) If you join either The Railroad or the Brotherhood of Steel after starting this quest, the optional quest stage to inform them will not appear.
 * 2) Sometimes Doc Weathers can join the battle and he will start randomly shooting at any faction members, be aware that Doc Weathers  have white clothing like The Institute, If you decide to kill Institue members, make sure don't shoot at him (unless you really want to of course) or you will most likely not be able to barter with him anymore in the future and he will maybe try and kill you next time you meet in The Commonwealth.
 * 3) After completing the quest, the NPCs living in Bunker Hill can be stuck crouching in a cowering position, although they can still be interacted with and talked to.