After the Great War, the tall obelisk still stands, now home to caravan traders. In the past, the Minutemen protected the settlement from the dangers of the Commonwealth, but after failing to answer a call during a raider attack, the Minutemen are no longer held in high esteem by the local traders. As a result, the residents must now pay "protection money" to the area's raider gangs (including those led by Wire and Jared) to avoid being attacked, and rely mostly on mercenary protection against those who can't be bought, such as super mutants or gangs which do not honor their deals.
The Railroad has a base underneath the complex, where they prepare synths for extradition from the Commonwealth. During their purge of the Railroad, the Institute attacks this complex, with the outcome of the battle dependent on the Sole Survivor's actions.
The perimeter of Bunker Hill is surrounded by a large wall, allowing access only through the main gate on the south side and a small door on the east side. In front of the main gate in the center of the settlement is an obelisk with stairs inside leading to the top. Behind the obelisk to the north is a large open market with Deb, the general storekeeper, to the east, and one of the traveling caravan merchants to the northeast. Old Man Stockton and Meg may be wandering the area. To the southwest behind an unoccupied counter is the initially inaccessible hatch to the utility basement.
Just west of the main gate is Kay's building where medical treatment is available; the settlement workshop sits behind the counter. Next to Kay's clinic in the southwest corner is Kessler's home. Following the wall to the north is a brahmin pen and another shack. In the northwest corner is Joe and Tony Savoldi's place, where food and lodging are available. Another shack is to the east along the north wall, under the toilets. Three more shacks are along the east wall.
For food and water, there are four tato plants and two corn plants just south of the east entrance, with a water pump on the north side of the shack to the north of that entrance. A second water pump and six additional corn plants can be found near the shack just north of the brahmin pen on the west side. Inside the market, a purified water fountain is in the northeast corner to the left of Deb's counter. Unless the utility basement is unlocked, there are no workbench facilities (see Notes below). Unless the settlement is unlocked, the only storage containers the player character can use are a file cabinet next to the toilets and a toolbox in the shack below the toilets.
- Live & Love issue #5 - Inside the obelisk, at the top of the spiral stairs on a small table.
- Join the Railroad holotape - In the market, on the southwest counter.
- Destroyer's left arm, Black Ops armor and Wastelander's Friend - In the market, all sold by Deb.
- Mini nuke - In the utility basement, on the lowest level in the southwest corner behind some crates.
- Vault-Tec lunchbox - In the utility basement, in the small room at the end in a crate on a shelf.
- Upon completing the quest The Battle of Bunker Hill, the player character can unlock this settlement by speaking to Kessler. Alternatively, the settlement can be unlocked if the Sole Survivor gets banished from the Institute, or simply refuses to consider joining the Institute during the quest Institutionalized; this method also requires Kessler's quest Prep School to be completed. Talk to Kessler after both conditions are met.
- The utility basement is only accessible if the settlement was unlocked by completing The Battle of Bunker Hill.
- The settlement's constructible area does not include the top half of the obelisk.
- Upon first gaining access to Bunker Hill's workshop, a significant number of caps can be taken from its inventory; this is the player character's cut of the income from the caravans and stores in the settlement. This income regularly restocks, similar to player-built settlement shops.
- Traveling merchants (Cricket, Doc Weathers, Lucas Miller, and Trashcan Carla) and their caravan guards do not count as settlers and cannot be assigned to alternate tasks, and likewise do not count in a settlement's population. These traveling merchants and their guards also do not become hostile if the residents are attacked, and vice versa.
- Unlike in the standard locations they visit, but similar to what occurs at trade caravan posts, the four traveling merchants will remain present at Bunker Hill until the player character leaves the cell, unless they were already in the process of leaving when the player character arrived.
- Completing both Deb's quest Traffic Jam and Kessler's subsequent quest Prep School results in an increase in the available caps of the six main Bunker Hill traders (including Deb, Kay, and the four traveling merchants Cricket, Doc Weathers, Lucas Miller, and Trashcan Carla, but not Joe or Tony Savoldi) by +450 caps (+150 for Traffic Jam, and +300 for Prep School).
- Completing Kessler's quest Prep School allows the construction of trade caravan posts at other settlements.
- If the Sole Survivor has not yet discovered the Railroad, upon visiting Bunker Hill for the first time, Deacon may be found posing as a caravan worker.
- If the Sole Survivor has not yet started the quest Special Delivery, the ghoul Edward Deegan may be encountered here, who then tries to recruit the player character to come work for his employer Jack Cabot.
- While escorting Liberty Prime towards the Institute during the quest Ad Victoriam, it recognizes the monument and salutes it.
- During the Escaped Synth random encounter, a man named Timothy asks the Sole Survivor for directions to Bunker Hill. Timothy will never actually arrive at the settlement, regardless of the player character's response.
- At the conclusion of Human Error, if Honest Dan and Amelia Stockton are still alive, they will independently head towards Bunker Hill. However, neither NPC will ever actually arrive at the settlement; they instead disappear from the game.
- If named NPCs assigned to a mattress (Deb, in Kay's clinic) or sleeping bag (Kay and Kessler in Kessler's shack, and the Savoldis in their place) are killed, their mattress or sleeping bag becomes unowned and can be used by the player character. Note that Old Man Stockton sleeps at the Savoldis' place; even if he and the Savoldis are killed, his mattress and the other rentable mattress remain owned.
- When approaching the obelisk, Preston Garvey will ask the Sole Survivor if they were in the Battle of Bunker Hill, even before the related quest.
- When at this location, companions make comments, which are activated at the base of stairs at the main gate.
|Cait||"Oh, Bunker Hill. I heard you can get anythin' from these fellas. Time to start lookin' for some goodies."|
|Curie||"Oh! Bunker Hill. I so wanted to visit. Do they have tours?"|
|Danse||"The putrid stink of dishonesty hangs heavy in the air here... or maybe it's just the brahmin."|
|Deacon||"Diamond City thinks it's got a lock on trade in the Commonwealth. But watch out for Bunker Hill. It has a lot of potential."|
|Preston Garvey||"It's going to be tough persuading Bunker Hill to join up with the Minutemen. They've always been go-it-alone types."|
|Robert MacCready||"Pfff. The monument here is a joke compared to the one in downtown Washington D.C."|
|Porter Gage||"Now this is my kind of place. Built tough, good for defense."|
Behind the scenes
Bunker Hill is based on the real-world monument of the same name.
- Upon entering Bunker Hill for the first time, Kessler will ask whether the player character is a raider or a trader. Kessler may ask this multiple times if the player character immediately exits and reenters Bunker Hill.[verified]
- Even if hidden, everyone in Bunker Hill will become hostile if any item is stolen. This bug applies to all possible settlements that have not yet been unlocked. Once a settlement is unlocked, owned items can be stolen without angering the settlement, and unowned items can be picked up without ramifications.[verified]
- Joe and Tony Savoldi may refer to the character as the incorrect gender.[verified]
- Joe and Tony Savoldi's initial dialogue may trigger the wrong affinity checks for certain companions; e.g. the player defending synths in the conversation may garner a dislike from Nick Valentine, while the player belittling synths may garner a like, as opposed to the other way around.[verified]
- When asking Tony Savoldi for a room, he may not take the money, in which case a room does not become available. A possible fix is completing Joe's quest Fallen Hero, then asking Tony for a room. He should then give the player character a room above his shop. However, this does not work consistently; leaving and reentering the area may help. Alternatively, simply keep repeating the dialogue option until a message shows that the 10 caps were deducted. Once the caps are deducted, the mattress will be available for the player character to sleep on.[verified]
- stopquest ef21c and then fast-traveling or sleeping.[verified] If one responds negatively to Father at the end of The Battle of Bunker Hill and gets banished from the Institute, the named settlers in Bunker Hill may be stuck cowering. On PC, it is possible to fix this by using the console command
- setopenstate 2.[verified] After The Battle of Bunker Hill, the front gate may be locked permanently. A workaround for this on PC is to open the gate using the console: by opening the console and selecting the gate, it may then be opened with the command
- If one does not enter the utility basement during The Battle of Bunker Hill, returning to the basement can make the turrets and NPCs undamageable; weapons will not hit them, and they will not be available targets in V.A.T.S. The turrets will still level with the player character.[verified]
- Upon reentering the utility basement after The Battle of Bunker Hill, all surviving members of the faction the player character sided with will drop dead on the spot. Their collective death sound can be heard, and their bodies can be looted with impunity, which may allow access to very powerful items as the NPCs continue to level with the player character until their sudden death.[verified]
- Upon returning to the surface after The Battle of Bunker Hill, all Brotherhood power armor soldiers who had survived the battle will be dead, and their bodies will not despawn.[verified]
- Kessler may walk off after her quest Prep School is completed, breaking the conversation and preventing the player character from requesting Bunker Hill to become allied. She will not enter conversation again, only giving a one-line response to any attempt to continue the dialogue.[verified]
- SetDestroyed 0.[verified] Bunker Hill traders may no longer be able to do business from their respective "counters" after the settlement has been obtained. If one enters workshop mode, moving the cursor over the counter suggests that it is damaged, perhaps explaining why it is unusable. However, there is no way to repair or scrap the counter, and the traders cannot be reassigned to player-built stores or any other job. As of Patch 1.3, their settler status menu when selected will show the traders as "unassigned." On PC, this issue can be fixed by selecting the damaged shop counter in the console and then entering the command
- Bunker Hill placard
- Sole Survivor: "I've had no complaints so far."
Kessler: "Really? Where've you been all my life? But Zeller's Army is getting greedy. Asking for more caps. And after we pay them, the bastards still hit our people. But I found out the Army's holed up at an old prep school. The job's simple: deal with them."
- Bunker Hill terminal entries; Kessler's terminal
- Preston Garvey: "Look at that... So were you in the Battle of Bunker Hill?"
(Preston Garvey's dialogue)
- The Sole Survivor: "Wonderful."
Lizzie Wyath: " "
(Lizzie Wyath's dialogue)