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|location =[[Goodneighbor]]<br />[[The Dig]]<br />[[Diamond City]]<br />[[NH&M Freight Depot]]
 
|location =[[Goodneighbor]]<br />[[The Dig]]<br />[[Diamond City]]<br />[[NH&M Freight Depot]]
 
|previous =
 
|previous =
|leads to =[[Confront Bobbi]], if sided with Bobbi
+
|leads to =[[Recruiting Hancock]], if sided with Bobbi
 
|reward =300+ [[Experience Points|XP]]<br />[[Ashmaker]]<br />300 [[Bottlecap (Fallout 4)|caps]] if sided with Bobbi<br />[[John Hancock|Hancock]] as companion, if sided with [[Fahrenheit]]
 
|reward =300+ [[Experience Points|XP]]<br />[[Ashmaker]]<br />300 [[Bottlecap (Fallout 4)|caps]] if sided with Bobbi<br />[[John Hancock|Hancock]] as companion, if sided with [[Fahrenheit]]
 
|given by =[[Bobbi No-Nose]]
 
|given by =[[Bobbi No-Nose]]
  +
|other npcs =[[Mel (Fallout 4)|Mel]]<br />[[Sonya]]<br />[[Fahrenheit]]
 
|edid =<tt>MS16</tt>
 
|edid =<tt>MS16</tt>
 
|baseid ={{ID|00022a07}}
 
|baseid ={{ID|00022a07}}
  +
|animation =The Big Dig.gif
 
}}{{Games|FO4}}
 
}}{{Games|FO4}}
   
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==Detailed walkthrough==
 
==Detailed walkthrough==
The player character receives the quest after talking to a woman named [[Bobbi No-Nose]] in a backstreet at [[Goodneighbor]]. She says that she's planning a job that requires discretion, not sharing many details at first. The player character needs to go down in [[The Dig]], a tunnel starting at Bobbi's house basement and help diggers fight [[Mirelurk (Fallout 4)|mirelurk]]s. After, she asks the player character to meet her in [[Diamond City]], where she reveals her plan to break into the Diamond City strongroom under the mayor's office and wants help in freeing an old associate, [[Mel (Fallout 4)|Mel]], from the security office.
+
The [[Sole Survivor]] receives the quest after speaking to [[Bobbi No-Nose]] in a backstreet in [[Goodneighbor]]. She says that she's planning a job that requires discretion, not sharing many details at first. From here, one needs to go down into [[the Dig]], a tunnel starting at Bobbi's house basement, and help the diggers fight the [[Mirelurk (Fallout 4)|mirelurk]]s. After, she asks the player character to meet her in [[Diamond City]], where she reveals her plan to break into the Diamond City strongroom under the mayor's office. In order to do this, Bobbi requires assistance in freeing an old associate, [[Mel (Fallout 4)|Mel]], from the security office.
   
There are several ways to free Mel: pickpocket a [[Diamond City jail key|key]], steal a key from the nearby office, hack the nearby protectron to kill the guards, or bribe the guard nearest him or passing a medium or hard persuasion check. The guard that can be bribed or persuaded is the one that moves around between [[Mel (Fallout 4)|Mel]] and the office nearest to the jail. Crimes will of course result in security becoming hostile (as well as your active companion, possibly), but using dialogue will not turn them hostile (even if the threaten check fails). To the left of the cell is the office, inside steal the key from the desk, then sneak to the right side of the cell. When the guards are not looking unlock the cell with the key and meet Mel outside. If the guards spot you they will become hostile. Tell Mel about the job and meet him at The Dig.
+
There are several ways to free Mel: pickpocket a [[Fallout 4 keys#Diamond City jail key|key]], steal a key from the nearby office, hack the nearby protectron to kill the guards, or bribe the guard nearest him or convince him to let Mel go by passing a medium or hard persuasion check. The guard that can be bribed or persuaded is the one that moves around between [[Mel (Fallout 4)|Mel]] and the office nearest to the jail.
   
  +
Crimes will of course result in security turning hostile (and possibly one's active companion), however, using dialogue will not turn them hostile (even if the threaten check fails). To the left of the cell is the office, inside the Survivor can steal the key from the desk, then sneak to the right side of the cell. When the guards are not looking unlock the cell with the key and meet Mel outside. Tell Mel about the job and meet him at the Dig.
Gathered at the dig site, Mel has prepared an [[Eyebot (Fallout 4)|eyebot]] named [[Sonya]] to blow through soft walls in the tunnel with sonic resonance. The group begins traveling through old metro stations and basements filled with feral ghouls and more mirelurks. At the player's first chance to tell Sonya where to blast, it is possible to blow open the wrong path, leading to a dead end with a [[Mirelurk king (Fallout 4)|mirelurk king]] as well as a leveled set of power armor. Mel will frequently express his doubts about the tunnel actually leading to Diamond City, that the team is heading too far south. After they make it to a cavity underneath the strongroom and blow the ceiling with the sacrifice of Sonya, it is revealed that it's not Diamond City's strongroom but a secluded storage room at [[NH&M Freight Depot]] owned by [[John Hancock]], Goodneighbor's mayor.
 
   
 
Gathered at the dig site, Mel has prepared an [[Eyebot (Fallout 4)|eyebot]] named [[Sonya]] to blow through soft walls in the tunnel with sonic resonance. The group begins traveling through old metro stations and basements filled with feral ghouls and more mirelurks. At the first available opportunity to tell Sonya where to blast, it is possible to blow open the wrong path, leading to a dead end with a [[Mirelurk king (Fallout 4)#Mirelurk king|mirelurk king]] and a leveled set of [[Power armor (Fallout 4)|power armor]].
The room is filled with the mayor's henchmen. The player character should be subsequently given the choice to persuade Bobbi to leave and surrender, kill all the guards and stay with Bobbi, or betray Bobbi and kill her for the mayor instead; if the player character enters the room wearing headwear incorporating a targeting hud, [[Fahrenheit]] and her men will be automatically hostile, forcing the PC to kill them to continue. If you still have the headwear on after finishing the quest by getting paid, Bobbi will also immediately turn hostile and attack.
 
   
  +
Mel will frequently express his doubts about the tunnel actually leading to Diamond City, that the team is heading too far south. After they make it to a cavity underneath the strongroom and blow the ceiling, sacrificing Sonya, it is revealed that it's not Diamond City's strongroom but a secluded storage room at [[NH&M Freight Depot]] owned by [[John Hancock|Hancock]], Goodneighbor's mayor.
If the player character persuades Bobbi to leave or betrays her, [[Fahrenheit]] will reward them with a legendary minigun with incendiary bullets (+15 fire damage), [[Ashmaker]]. Additionally, John Hancock will become available as a follower.
 
   
 
The room is filled with the mayor's henchmen. The player character is subsequently given the choice to persuade Bobbi to leave and surrender, kill all the guards and stay with Bobbi, or betray Bobbi and kill her for the mayor instead. (If the player character enters the room wearing headwear incorporating a targeting hud, [[Fahrenheit]] and her men will be automatically hostile, forcing the player to kill them to continue. If the headwear is still worn after finishing the quest by getting paid, Bobbi will also immediately turn hostile and attack.)
Even if the player character kills Fahrenheit and sides with Bobbi, Ashmaker can be looted from Fahrenheit's corpse and John Hancock will still be available as a follower after finishing Hancock's follow up quest of [[Confront Bobbi|killing Bobbi]].
 
  +
 
If the player character persuades Bobbi to leave or betrays her, Fahrenheit will reward them with a legendary minigun with incendiary bullets, [[Ashmaker]]. Additionally, Hancock will become available as a follower.
  +
 
Even if the player character kills Fahrenheit and sides with Bobbi, Ashmaker can be looted from Fahrenheit's corpse and Hancock will still be available as a follower after finishing Hancock's follow up quest of [[Confront Bobbi|killing Bobbi]].
   
 
==Quest stages==
 
==Quest stages==
{{Quest stage table
+
{{Quest stage table FO4
 
|stage1 = 10
 
|stage1 = 10
 
|desc1 = Talk to [[Bobbi No-Nose|Bobbi]]
 
|desc1 = Talk to [[Bobbi No-Nose|Bobbi]]
 
|log1 =
 
|log1 =
 
|stage2 = 20
 
|stage2 = 20
|desc2 = Meet [[Bobbi No-Nose|Bobbi]] inside
+
|desc2 = Meet Bobbi No-Nose|Bobbi inside
  +
|log2 = I met Bobbi No-Nose in an alley in Goodneighbor and agreed to work for her. She hasn't told me much about the job.
|log2 =
 
 
|stage3 = 25
 
|stage3 = 25
|desc3 = Join [[The Dig|the dig]]
+
|desc3 = Join the dig
  +
|log3 = I met Bobbi No-Nose in an alley in Goodneighbor and agreed to work for her. She asked me to work on digging a tunnel in her basement.
|log3 =
 
 
|stage4 = 35
 
|stage4 = 35
|desc4 = Exterminate the [[Mirelurk]]s (3/3)
+
|desc4 = Exterminate the [[Mirelurk (Fallout 4)|Mirelurks]] (3/3)
 
|log4 =
 
|log4 =
 
|stage5 = 40
 
|stage5 = 40
|desc5 = Talk to [[Bobbi No-Nose|Bobbi]]
+
|desc5 = Talk to Bobbi
 
|log5 =
 
|log5 =
 
|stage6 = 45
 
|stage6 = 45
|desc6 = Meet [[Bobbi No-Nose|Bobbi]] in [[Diamond City]]
+
|desc6 = Meet Bobbi in [[Diamond City]]
  +
|log6 = Bobbi promoted me after I exterminated a group of Mirelurks in her basement. She asked me to meet her in Diamond City to tell me more about the job.
|log6 =
 
 
|stage7 = 55
 
|stage7 = 55
 
|desc7 = Get [[Mel (Fallout 4)|Mel]] Out of Jail
 
|desc7 = Get [[Mel (Fallout 4)|Mel]] Out of Jail
  +
|log7 = Bobbi revealed that we are digging to the Diamond City strongroom to steal what's inside. She asked me to recruit a man named Mel who is locked up in Diamond City Security.
|log7 =
 
 
|stage8 = 58
 
|stage8 = 58
|desc8 = Recruit [[Mel (Fallout 4)|Mel]]
+
|desc8 = Recruit Mel
 
|log8 =
 
|log8 =
 
|stage9 = 60
 
|stage9 = 60
 
|desc9 = Meet the gang in [[the Dig]]
 
|desc9 = Meet the gang in [[the Dig]]
  +
|log9 = I broke a man named Mel out of Diamond City Security. Now I need to meet up with Bobbi in the tunnel and start digging to the Strongroom.
|log9 =
 
 
|stage10 = 70
 
|stage10 = 70
 
|desc10 = Dig to the Strongroom
 
|desc10 = Dig to the Strongroom
  +
|log10 = Mel brought a robot to help with the dig. Now all we have to do is use it to dig our way to the Diamond City strongroom.
|log10 =
 
 
|stage11 = 95
 
|stage11 = 95
 
|desc11 = Dig through the subway area
 
|desc11 = Dig through the subway area
Line 115: Line 121:
 
|stage16 = 210
 
|stage16 = 210
 
|desc16 = Kill [[Fahrenheit]] and her men
 
|desc16 = Kill [[Fahrenheit]] and her men
  +
|log16 = Bobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. His bodyguard Fahrenheit confronted us and demanded we leave.
|log16 =
 
|stage17 = 220
+
|stage17 = 215
|desc17 = Kill [[Bobbi No-Nose|Bobbi]]
+
|desc17 =
  +
|log17 = Bobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. His bodyguard Fahrenheit confronted us and we ended up killing her.
|log17 =
 
|stage18 = 225
+
|stage18 = 220
|desc18 = Talk to [[Fahrenheit]]
+
|desc18 = Kill [[Bobbi No-Nose|Bobbi]]
  +
|log18 = Bobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. I confronted Bobbi and she got violent.
|log18 =
 
|stage19 = 235
+
|stage19 = 225
|desc19 = Open the train car
+
|desc19 = Talk to [[Fahrenheit]]
  +
|log19 = Bobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. I confronted Bobbi and killed her.
|log19 =
 
|stage20 = 238
+
|stage20 = 230
|desc20 = Get paid
+
|desc20 =
  +
|log20 = Bobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. After being confronted by Hancock's guard, I talked Bobbi into abandoning the job.
|log20 =
 
|stage21 = 260
+
|stage21 = 235
|desc21 = Quest complete - Sided with Bobbi
+
|desc21 = Open the train car
 
|log21 =
 
|log21 =
|status21 = finish
+
|stage22 = 238
|stage22 = 270
+
|desc22 = Get paid
|desc22 = Quest complete - Sided with Fahrenheit
 
 
|log22 =
 
|log22 =
|status22 = finish
+
|stage23 = 240
 
|desc23 =
  +
|log23 = We dealt with Hancock's bodyguard and found his loot in a locked up train car. Bobbi paid me for a job well done.
  +
|stage24 = 250
 
|desc24 =
  +
|log24 = Fahrenheit thanked me for not letting Bobbi steal from Hancock's strongroom. She asked that I speak to Hancock in person.
  +
|stage25 = 260
  +
|desc25 = Quest complete - Sided with Bobbi
 
|log25 =
  +
|status25 = finish
  +
|stage26 = 270
 
|desc26 = Quest complete - Sided with Fahrenheit
 
|log26 =
  +
|status26 = finish
 
}}
 
}}
   
 
==Notes==
 
==Notes==
 
* This quest is required to unlock [[John Hancock|Hancock]] as a companion.
 
* This quest is required to unlock [[John Hancock|Hancock]] as a companion.
* Normally Bobbi will open the slot in the alley door and initiate conversation with the Sole Survivor as they approach her door (no interaction with the door necessary). If the Sole Survivor is already in Hancock's employ to investigate Pickman Gallery however, this might not happen and interacting with the door will only result in the feedback that a key is required. The quest to investigate Pickman Gallery can be obtained after The Big Dig is begun; and at its conclusion, if Hancock is the current Companion, he will comment on not expecting to be taken to Pickman Gallery for the mission he hired the Sole Survivor for.
+
* Normally Bobbi will open the slot in the alley door and initiate a conversation with the Sole Survivor as they approach her door (no interaction with the door necessary). If the Sole Survivor is already in Hancock's employ to investigate Pickman Gallery however, this might not happen, and interacting with the door will only result in the feedback that a key is required.
* When attempting to free Mel by releasing the protectron to kill the Diamond City Security guards, the protectron may not win, especially if the guards are high level e.g. 50. In this case, however, talking to Mel and then exiting Security to the main part of Diamond City will nonetheless advance the quest to "Recruit Mel". Returning to Security the player will then find Mel outside his cell, without the guards becoming hostile.
+
* When attempting to free Mel by releasing the protectron to kill the Diamond City Security guards, the protectron may not win, especially if the guards are high level e.g. 50. In this case, however, talking to Mel and then exiting Security to the main part of Diamond City will nonetheless advance the quest to "Recruit Mel". Upon returning to the security office, the Sole Survivor will then find Mel outside his cell, without the guards turning hostile.
 
* After Mel's robot blows the first hole in a wall, head straight ahead in the room with a fusion core generator with no gate. There is a wall that the robot can remove. Behind it, the player will encounter a mirelurk king and an incomplete set of leveled power armor. Mel will then tell the Sole Survivor to turn back into the room the Sole Survivor visited before to blow up another wall. That wall is located in the southwest of the room, as Bobbi explains and will lead to the storage room.
* If frustrated, Berry Mentats can help in the jail room.
 
 
** If one decides to use the power armor but then exits the suit before the end of the quest, Mel or Bobbi may equip the suit, effectively removing the possibility of retrieving that particular power armor frame.
* After Mel's robot blows the first hole in a wall, head straight ahead in the room with fusion core generator with no gate. There is a wall that the robot can remove. Behind it the player will encounter a mirelurk king and an incomplete set of leveled power armor. Mel will then tell the Sole Survivor to turn back into the room the Sole Survivor visited before to blow up another wall. That wall is located in the southwest of the room, as Bobbi explains, and will lead to the storage room.
 
 
* There are two routes to the basement: one filled with mirelurks and the other with ghouls. The start of the latter route can be found by standing in front of the [[Port-A-Diner]] in the subway station and looking at the wall to the left, near the Nuka-Cola machine. There are fragile walls between the two routes that connect them, which [[Sonya]] can blow open.
* If the player decides to use the power armor but then exits the suit before the end of the quest, Mel or Bobbi may equip the suit, effectively removing the possibility of retrieving that particular power armor frame. To recover the frame, you can either shoot the fusion core in the back until is depleted and falls out, exploding; or you can pickpocket the fusion core. Either way, the NPC will get out, and you can now reclaim the power armor.
 
 
* After reaching the last fragile wall, the Sole Survivor must talk to Mel and select the "I'm Ready" dialogue option, and Sonya will blow through the wall. Activating the wall might not work. Once the last wall has been blown, one cannot return to the dig site.
* There are two routes to the basement. One is filled with mirelurks, the other with ghouls. The start of this route is a bit more hidden. You can find the start by standing in front of the [[Port-A-Diner]] in the subway station and looking at the wall to your left, near the Nuka Cola machine.
 
 
* This quest can also be started in a random encounter when a gangster approaches you and tells about some easy money. He directs the player character to Bobbi, starting the quest.
* After reaching the last fragile wall, the Sole Survivor must talk to Mel and select the "I'm Ready" dialogue option, and Sonya will blow through the wall. Activating the wall might not work.
 
 
* After blasting through the floor of the strongroom, it is possible to march right past Bobbi and Fahrenheit's conversation and exit the door in the corner opposite where you enter from below, discovering the NH & M Freight Depot location if one has not done so already. This allows the player character to return and finish the quest at a more optimal time, such as after completing [[Art Appreciation|another quest]] involving Hancock.
** Before blowing the last fragile wall, you can go back to do the other route for more loot. Mel will suggest as much to you.
 
 
* [[Cait]], [[Strong]] and [[Robert MacCready|MacCready]] will dislike persuading Bobbi to leave. Cait and MacCready will, however, approve of both betraying and siding with Bobbi. [[Codsworth]], [[Curie]], [[Deacon]], [[Piper Wright|Piper]] and [[Nick Valentine]] like attempting to persuade Bobbi, but dislike betraying her if this fails; shooting Bobbi right after a failed attempt will prevent this. [[Danse]] doesn't like betraying or sticking with Bobbi.
* This quest can also be started in a random encounter, when a gangster approaches you and tells about some easy money. He directs you to Bobbi, starting the quest.
 
  +
* Cait - and likely a few other aggressive companions - likes it when you threaten the guard to get Mel out of jail.
* After blasting through the floor of the strongroom, it is possible to march right past Bobbi and Fahrenheit's conversation and exit the door in the corner opposite where you enter from below, conveniently discovering the NH & M Freight Depot location if you haven't done so already. This allows you to return and finish the quest at a more optimal time, such as after completing [[Art Appreciation|another quest]] involving Hancock.
 
 
* Inside Hancock's locked train car, there is a set of blocks under the shelf next to his sleeping bag that spells out "Hancock."
* [[Cait]], [[Strong]] and [[Robert Joseph MacCready|MacCready]] will dislike persuading Bobbi to leave. Cait and MacCready will, however, approve of both betraying and siding with Bobbi. [[Codsworth]], [[Curie]], [[Deacon]], [[Piper Wright|Piper]] and [[Nick Valentine]] like attempting to persuade Bobbi, but dislike betraying her if this fails; shooting Bobbi right after a failed attempt will prevent this. [[Danse]] doesn't like betraying or sticking with Bobbi.
 
 
* If activating the Port-a-Diner in the main subway station, Mel will comment that he won't trust anything looking so preserved after 200 years.
* Inside Hancock's locked train car, there is a set of blocks under the shelf next to his sleeping bag that spell out "Hancock."
 
 
* In the last room before the storage, where the radioactive barrels are lying on the ground, Bobbi will say that "it's no flesh off my face", but the human party members should stay out of the radiation.
* If activating the Port-a-diner in the main subway station Mel will comment that he won't trust anything looking so preserved after 200 years.
 
 
* After resolving the standoff peacefully, passing a speech check and sending Bobbi No-Nose home, the two Triggermen will remain at the strongroom location, non-hostile towards the player character and will stay so as long as the quest isn't completed.
* In the last room before the Storage, where the radioactive-barrels are lying on the ground, Bobbi will say that "it's no flesh off my face", but the human party members should stay out of the radiation.
 
* Bobbi No-Nose can randomly acquire a Legendary weapon from the many mirelurks or feral ghouls you fight your way through to reach the storeroom, which can increase her combat effectiveness, and also make her a more difficult opponent if you end the quest by fighting her.
 
* After resolving the standoff peacefully, passing a speech check, and sending Bobbi No-Nose home, the two triggermen with remain at the strongroom location and non-hostile towards the player and will stay so as long as the quest isn't completed.
 
   
 
==Behind the scenes==
 
==Behind the scenes==
* The quest name is a reference to [[wikipedia:The Big Dig|The Big Dig]], a massive public works infrastructure project in Boston that involved the building of various highway tunnels under the Downtown area. The project was famous for its record breaking cost overruns and the death of a commuter shortly after one of the tunnels fully opened to traffic. Some of the soil removed during construction was deposited on [[Spectacle Island]] and used to fill [[Quincy Quarries]].
+
* The quest name is a reference to [[wikipedia:The Big Dig|The Big Dig]], a massive public works infrastructure project in Boston that involved the building of various highway tunnels under the Downtown area. The project was famous for its record-breaking cost overruns and the death of a commuter shortly after one of the tunnels fully opened to traffic. Some of the soil removed during construction was deposited on [[Spectacle Island]] and used to fill [[Quincy Quarries]].
 
* Four wooden blocks spelling the name "Gary" in reference to [[Vault 108]]'s infamous [[Gary (clone)|Gary]] clones are found in the subway car at the metro station.
 
* Four wooden blocks spelling the name "Gary" in reference to [[Vault 108]]'s infamous [[Gary (clone)|Gary]] clones are found in the subway car at the metro station.
   
 
==Bugs==
 
==Bugs==
 
{{Notable content
 
{{Notable content
| {{Platforms|PS4|PC|xboxone}} Bobbi may not initiate conversation through the door, preventing the Sole Survivor from continuing the quest.{{Verify|Verified}}
+
| {{Platforms|pc,ps4,xboxone}} Bobbi may not initiate conversation through the door, preventing the Sole Survivor from continuing the quest.{{Verify|Verified}}
**{{Platforms|PC}} This can be solved by using console command and entering {{console|setstage ms16 15}} to forcefully skip this stage of the quest. If this does not work then replace 15 with 20, 25 or 30. To open the door that requires a key to unlock, use console command {{console|unlock}} (It may be hard to "target" the door in the console, try using {{console|setscale 0}} to verify you have the door targeted and not a dust cloud, {{console|setscale 1}} to undo).
+
**{{Platforms|pc}} This can be solved by using console command and entering {{console|setstage ms16 15}} to forcefully skip this stage of the quest. If this does not work then replace 15 with 20, 25 or 30. To open the door that requires a key to unlock, use console command {{console|unlock}} (It may be hard to "target" the door in the console, try using {{console|setscale 0}} to verify you have the door targeted and not a dust cloud, {{console|setscale 1}} to undo).
| {{Platforms|xboxone|PS4}} One of the mirelurks during the "Exterminate the Mirelurks (0/3)" part may get stuck behind the first destructible wall and be unreachable, thus making it impossible to continue the quest. Try to leave the room, talk to Bobbi, and re-enter. Alternatively, reloading an earlier save before entering this stage of the quest will fix it. If you're playing on PC, you may use console command {{console|tcl}} to toggle clipping off, walk through the wall and kill the mirelurk. Use {{console|tcl}} again to turn clipping on again. An explosive may also work.{{Verify|Verified}}
+
| {{Platforms|ps4,xboxone}} One of the mirelurks during the "Exterminate the Mirelurks (0/3)" part may get stuck behind the first destructible wall and be unreachable, thus making it impossible to continue the quest. Try to leave the room, talk to Bobbi, and re-enter. Alternatively, reloading an earlier save before entering this stage of the quest will fix it. If playing on PC, you may use console command {{console|tcl}} to toggle clipping off, walk through the wall and kill the mirelurk. Use {{console|tcl}} again to turn clipping on again. An explosive may also work.{{Verify|Verified}}
  +
| {{Platforms|pc,ps4,xboxone}} Mel might be released just when you enter or leave the Diamond City Security building, without the player having undertaken any action to free him. {{verify|verified}}
| Crouching near the cell door may cause it to open without pressing picking the lock or having the key. {{pn}} {{Verify|type=bug|19:23, December 21, 2015 (UTC)}}
 
| {{Platforms|pc|PS4|xboxone}} Mel might be released just when you enter or leave the Diamond City security building, without the player having undertaken any action to free him. {{verify|verified}}
+
| {{Platforms|pc,xboxone}} After pickpocketing the guards and freeing Mel, Mel may become unresponsive and the quest will not be able to be completed. This can sometimes be fixed by reloading multiple times, and waiting for Mel to leave the security office before the player.{{verify|verified}}
  +
| {{Platforms|pc,ps4,xboxone}} Sonya may occasionally get stuck in walls or objects during fights, terminal accesses and other events, preventing her from removing walls. One can walk into her to move her, reload an earlier save or leave and re-enter the tunnels to get her out again. If playing on PC, you can enter {{console|11fc2e.moveto player}} to teleport her to the player character.{{Verify|Verified}}
| {{Platforms|pc|xboxone}} After pickpocketing the guards and freeing Mel, Mel may become unresponsive and the quest will not be able to be completed. This can sometimes be fixed by reloading multiple times, and waiting for Mel to leave the security office before the player.{{verify|verified}}
 
| {{Platforms|xboxone|PS4|PC}} Sonya may occasionally get stuck in walls or objects during fights, terminal accesses and other events, preventing her from removing walls. You can walk into her to move her, reload an earlier save or leave and re-enter the tunnels to get her out again. If playing on PC, you can enter {{console|11fc2e.moveto player}} to teleport her to you.{{Verify|Verified}}
+
| {{Platforms|pc,ps4}} Mel may disappear along with Sonya during the quest, making optional walls unable to be destroyed. Activating walls related to the quest will have the walls reappear.{{Verify|Verified}}
 
| {{Platforms|ps4,xboxone}} When asking to break a wall, Mel will call Sonya but it will just make a quick turn and stop completely, no matter what. Saving, quitting and then reloading can fix this.{{Verify|Verified}}
| {{Platforms|xboxone}} Sometimes Mel can be made permanently aggressive to the player, making it impossible to destroy the ceiling below the strongroom.{{Verify|type=bug|19:23, December 21, 2015 (UTC)}}
 
| {{Platforms|PC|PS4}} Mel may disappear along with Sonya during the quest making optional walls unable to be destroyed. Activating walls related to the quest will have the walls reappear.{{Verify|Verified}}
+
| {{Platforms|pc,ps4,xboxone}} When trying to break the final wall, activating it will make Mel glitch and unresponsive. Shoot Mel and then talk to him to resume the quest.{{verify|verified}}
| {{Platforms|ps4|xboxone}} When asking to break a wall, Mel will call Sonya but it will just make a quick turn and stop completely, no matter what. Saving, quitting and then reloading fix this.{{Verify|Verified}}
 
| {{Platforms|PC|PS4|xboxone}} When trying to break the final wall, activating it will make Mel glitch and unresponsive. Shoot Mel and then talk to him to resume the quest.{{verify|verified}}
 
 
| When trying to break down the final wall, it is not able to be knocked down. Instead, talk to [[Mel]] to knock it down.
 
| When trying to break down the final wall, it is not able to be knocked down. Instead, talk to [[Mel]] to knock it down.
| If this does not work, you can also use the {{console|disable}} command in the console to disable the wall. Alternatively, using {{console|tcl}} in the console will allow you to walk through the wall. The NPCs will follow you through.
+
| If this does not work, you can also use the {{console|disable}} command in the console to disable the wall. Alternatively, using {{console|tcl}} in the console will allow the player character to walk through the wall. The NPCs will follow you through.
| {{Platforms|pc|PS4|xboxone}} When entering the strongroom, the option to open the door may disappear, making it impossible to enter. Reloading your game from the main menu usually solves this problem.{{Verify|Verified}}
+
| {{Platforms|pc,ps4,xboxone}} When entering the strongroom, the option to open the door may disappear, making it impossible to enter. Reloading your game from the main menu usually solves this problem.{{Verify|Verified}}
| {{Platforms|xboxone|PS4}} After killing the guards, Bobbi and Mel will become unresponsive and the quest will not be able to be completed. Reloading an earlier save may resolve this issue.{{Verify|type=bug|19:23, December 21, 2015 (UTC)}}
+
| {{Platforms|ps4,xboxone}} After killing the guards, Bobbi and Mel will become unresponsive and the quest will not be able to be completed. Reloading an earlier save may resolve this issue.{{Verify|verified}}
| {{Platforms|pc|xboxone|PS4}} At several points in the strongroom, Bobbi (and sometimes Mel) or Fahrenheit and her men may suddenly become hostile. The cause may lie with the targeting HUD power armor upgrade. To prevent this from happening, get out of the power armor before entering the strongroom. This bug also appears in [[Virgil's Cure]] {{Verify|verified}}
+
| {{Platforms|pc}} Activating the fragile wall location next to a red wall light close to a sleeping bag right before the strongroom basement may result in have Mel getting stuck in front of it a few seconds before disappearing, only to reappear to soon after. Activating the wall will not work before talking to Mel.{{Verify|verified}}
  +
| {{Platforms|pc,ps4,xboxone}} At several points in the strongroom, Bobbi (and sometimes Mel) or Fahrenheit and her men may suddenly become hostile. The cause may lie with the targeting HUD power armor upgrade. To prevent this from happening, get out of the power armor before entering the strongroom. This bug also appears in [[Virgil's Cure]] {{Verify|verified}}
| {{Platforms|xboxone}} Wearing gear upgraded with [[ballistic weave]] can also make Bobbi and Fahrenheit turn against you.
 
| {{Platforms|pc}} [[John Hancock]] will ask you to "Confront Bobbi" if you sided with [[Bobbi No-Nose]] and killed [[Fahrenheit]] during The Big Dig side quest upon returning to [[Goodneighbor]]. Upon arriving at [[Hawthorne Estate]], she will ignore the player, thus preventing the player from obtaining Hancock as a companion.{{Verify|type=bug|19:23, December 21, 2015 (UTC)}}
+
| {{Platforms|pc,ps4}} When siding with Bobbi No-Nose she may become unresponsive after opening the train cart and only say "Let me check it out first" without ever going to it. To fix it just leave the safe house and re-enter it.{{Verify|verified}}
 
| {{Platforms|pc}} Sometime Mel will disappear or Sonya will get stuck, a simple workaround is to run back to the entrance and stare at any wall for a bit and they will reappear/get unstuck.{{verify|verified}}
| {{Platforms|pc}} When siding with [[Bobbi No-Nose]] she may become unresponsive after opening the train cart and only say "Let me check it out first" without ever going to it. To fix it just leave the safe house and re-enter it.{{Verify|type=bug|19:23, December 21, 2015 (UTC)}}
 
 
| {{Platforms|pc,ps4}} On the last door, Mel and Sonya tend to break, and will not remove the wall. (PC: Works to leave the tunnels, go back to the last room and then sleep for a hour (sometimes)){{Verify|Verified}}
| {{Platforms|pc}} Hancock might initiate his dialogue apologizing for making the Sole Survivor confront [[Bobbi No-Nose]] without completed the quest to begin with.{{Verify|type=bug|19:23, December 21, 2015 (UTC)}}
 
 
| {{Platforms|pc,xboxone}} The door to the strongroom may be bugged preventing the player character from entering. {{verify|verified}}
| {{Platforms|pc}} Sometime Mel will disappear or Sonya will get stuck, simple workaround run back to the entrance and stare at any wall for a bit and they will reappear/unstuck.{{verify|type=bug|23:09, December 30, 2015 (UTC)}}
 
| {{Platforms|ps4|pc}} On the last door, Mel and Sonya tend to break, and will not remove the wall. (PC: Works to leave the tunnels go back to the last room and sleep for a hour (sometimes)){{Verify|Verified}}
 
| {{Platforms|pc|xboxone}} The door to the strongroom may be bugged preventing the player character from entering. {{verify|verified}}
 
| {{Platforms|xboxone}} One, or more ghoul(s) in the brewery basement may become unresponsive to projectile and energy weaponry. The only option after this event is Melee weaponry. {{verify|type=bug|17:32, December 22, 2016 (GMT)}}
 
| {{Platforms|xboxone}} The ghouls in the Brewery Basement may start exhibiting bizarre post death physics. {{verify|type=bug|17:32, December 22, 2016 (GMT)}}
 
| {{Platforms|xboxone}} The final door in the "Diamond City Strongroom" may become impassable.{{verify|type=bug|17:32, December 22, 2016 (GMT)}}
 
| {{Platforms|xboxone}} Shooting the triggermen or Farenheit after siding with her and agreeing to kill Bobbi, will turn her hostile. This will prevent one from talking to her to end at the quest, as she will open fire. If one attempts to leave she will follow, whilst remaining hostile. The only known fixes are reloading a prior save or if you leave the area, save then reload one can talk to her. {{Verify|20:16, April 11, 2017 (UTC)|type=bug}}
 
 
}}
 
}}
   
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[[Category:Fallout 4 side quests]]
 
[[Category:Fallout 4 side quests]]
   
[[es:La Gran Excavación]]
+
[[es:La gran excavación]]
  +
[[fr:Opération souterraine]]
  +
[[pl:Podkop stulecia]]
  +
[[pt:Cava Rasa]]
 
[[ru:Раскопки (квест)]]
 
[[ru:Раскопки (квест)]]
 
[[uk:Розкопки (квест)]]
 
[[uk:Розкопки (квест)]]
  +
[[zh:大開挖]]

Revision as of 16:00, 22 September 2020

 
Gametitle-FO4
Gametitle-FO4

The Big Dig is a side quest in Fallout 4.

Quick walkthrough

Side quest: The Big Dig 
Meet Bobbi inside. 
Join the dig. 
Exterminate the 3 Mirelurks. 
Talk to Bobbi. 
Meet Bobbi in Diamond City. 
Get Mel out of jail. 
Recruit Mel. 
Meet the gang in the Dig. 
Meet with the gang in the basement. 
Get out of the basement. 
Enter the Strongroom. 
Side with Bobbi. 
Side with Fahrenheit. 
Reward: 300 XP
300 caps
Ashmaker on Fahrenheit's corpse. 
Reward: 300 XP
Ashmaker given by Fahrenheit 
Leads to: Kill Bobbi 

Detailed walkthrough

The Sole Survivor receives the quest after speaking to Bobbi No-Nose in a backstreet in Goodneighbor. She says that she's planning a job that requires discretion, not sharing many details at first. From here, one needs to go down into the Dig, a tunnel starting at Bobbi's house basement, and help the diggers fight the mirelurks. After, she asks the player character to meet her in Diamond City, where she reveals her plan to break into the Diamond City strongroom under the mayor's office. In order to do this, Bobbi requires assistance in freeing an old associate, Mel, from the security office.

There are several ways to free Mel: pickpocket a key, steal a key from the nearby office, hack the nearby protectron to kill the guards, or bribe the guard nearest him or convince him to let Mel go by passing a medium or hard persuasion check. The guard that can be bribed or persuaded is the one that moves around between Mel and the office nearest to the jail.

Crimes will of course result in security turning hostile (and possibly one's active companion), however, using dialogue will not turn them hostile (even if the threaten check fails). To the left of the cell is the office, inside the Survivor can steal the key from the desk, then sneak to the right side of the cell. When the guards are not looking unlock the cell with the key and meet Mel outside. Tell Mel about the job and meet him at the Dig.

Gathered at the dig site, Mel has prepared an eyebot named Sonya to blow through soft walls in the tunnel with sonic resonance. The group begins traveling through old metro stations and basements filled with feral ghouls and more mirelurks. At the first available opportunity to tell Sonya where to blast, it is possible to blow open the wrong path, leading to a dead end with a mirelurk king and a leveled set of power armor.

Mel will frequently express his doubts about the tunnel actually leading to Diamond City, that the team is heading too far south. After they make it to a cavity underneath the strongroom and blow the ceiling, sacrificing Sonya, it is revealed that it's not Diamond City's strongroom but a secluded storage room at NH&M Freight Depot owned by Hancock, Goodneighbor's mayor.

The room is filled with the mayor's henchmen. The player character is subsequently given the choice to persuade Bobbi to leave and surrender, kill all the guards and stay with Bobbi, or betray Bobbi and kill her for the mayor instead. (If the player character enters the room wearing headwear incorporating a targeting hud, Fahrenheit and her men will be automatically hostile, forcing the player to kill them to continue. If the headwear is still worn after finishing the quest by getting paid, Bobbi will also immediately turn hostile and attack.)

If the player character persuades Bobbi to leave or betrays her, Fahrenheit will reward them with a legendary minigun with incendiary bullets, Ashmaker. Additionally, Hancock will become available as a follower.

Even if the player character kills Fahrenheit and sides with Bobbi, Ashmaker can be looted from Fahrenheit's corpse and Hancock will still be available as a follower after finishing Hancock's follow up quest of killing Bobbi.

Quest stages

Quest stages
StageStatusDescriptionLog Entry
10 Talk to Bobbi
20 Meet Bobbi No-NoseI met Bobbi No-Nose in an alley in Goodneighbor and agreed to work for her. She hasn't told me much about the job.
25 Join the digI met Bobbi No-Nose in an alley in Goodneighbor and agreed to work for her. She asked me to work on digging a tunnel in her basement.
35 Exterminate the Mirelurks (3/3)
40 Talk to Bobbi
45 Meet Bobbi in Diamond CityBobbi promoted me after I exterminated a group of Mirelurks in her basement. She asked me to meet her in Diamond City to tell me more about the job.
55 Get Mel Out of JailBobbi revealed that we are digging to the Diamond City strongroom to steal what's inside. She asked me to recruit a man named Mel who is locked up in Diamond City Security.
58 Recruit Mel
60 Meet the gang in the DigI broke a man named Mel out of Diamond City Security. Now I need to meet up with Bobbi in the tunnel and start digging to the Strongroom.
70 Dig to the StrongroomMel brought a robot to help with the dig. Now all we have to do is use it to dig our way to the Diamond City strongroom.
95 Dig through the subway area
150 Dig through the basement area
160 Meet with the gang in the strongroom basement
175 Get out of the basement
180 Enter the Strongroom
210 Kill Fahrenheit and her menBobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. His bodyguard Fahrenheit confronted us and demanded we leave.
215 Bobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. His bodyguard Fahrenheit confronted us and we ended up killing her.
220 Kill BobbiBobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. I confronted Bobbi and she got violent.
225 Talk to FahrenheitBobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. I confronted Bobbi and killed her.
230 Bobbi lied. We were not digging to the Diamond City Strongroom. Instead we ended up breaking into Hancock's strongroom. After being confronted by Hancock's guard, I talked Bobbi into abandoning the job.
235 Open the train car
238 Get paid
240 We dealt with Hancock's bodyguard and found his loot in a locked up train car. Bobbi paid me for a job well done.
250 Fahrenheit thanked me for not letting Bobbi steal from Hancock's strongroom. She asked that I speak to Hancock in person.
260Quest finishedQuest complete - Sided with Bobbi
270Quest finishedQuest complete - Sided with Fahrenheit

Notes

  • This quest is required to unlock Hancock as a companion.
  • Normally Bobbi will open the slot in the alley door and initiate a conversation with the Sole Survivor as they approach her door (no interaction with the door necessary). If the Sole Survivor is already in Hancock's employ to investigate Pickman Gallery however, this might not happen, and interacting with the door will only result in the feedback that a key is required.
  • When attempting to free Mel by releasing the protectron to kill the Diamond City Security guards, the protectron may not win, especially if the guards are high level e.g. 50. In this case, however, talking to Mel and then exiting Security to the main part of Diamond City will nonetheless advance the quest to "Recruit Mel". Upon returning to the security office, the Sole Survivor will then find Mel outside his cell, without the guards turning hostile.
  • After Mel's robot blows the first hole in a wall, head straight ahead in the room with a fusion core generator with no gate. There is a wall that the robot can remove. Behind it, the player will encounter a mirelurk king and an incomplete set of leveled power armor. Mel will then tell the Sole Survivor to turn back into the room the Sole Survivor visited before to blow up another wall. That wall is located in the southwest of the room, as Bobbi explains and will lead to the storage room.
    • If one decides to use the power armor but then exits the suit before the end of the quest, Mel or Bobbi may equip the suit, effectively removing the possibility of retrieving that particular power armor frame.
  • There are two routes to the basement: one filled with mirelurks and the other with ghouls. The start of the latter route can be found by standing in front of the Port-A-Diner in the subway station and looking at the wall to the left, near the Nuka-Cola machine. There are fragile walls between the two routes that connect them, which Sonya can blow open.
  • After reaching the last fragile wall, the Sole Survivor must talk to Mel and select the "I'm Ready" dialogue option, and Sonya will blow through the wall. Activating the wall might not work. Once the last wall has been blown, one cannot return to the dig site.
  • This quest can also be started in a random encounter when a gangster approaches you and tells about some easy money. He directs the player character to Bobbi, starting the quest.
  • After blasting through the floor of the strongroom, it is possible to march right past Bobbi and Fahrenheit's conversation and exit the door in the corner opposite where you enter from below, discovering the NH & M Freight Depot location if one has not done so already. This allows the player character to return and finish the quest at a more optimal time, such as after completing another quest involving Hancock.
  • Cait, Strong and MacCready will dislike persuading Bobbi to leave. Cait and MacCready will, however, approve of both betraying and siding with Bobbi. Codsworth, Curie, Deacon, Piper and Nick Valentine like attempting to persuade Bobbi, but dislike betraying her if this fails; shooting Bobbi right after a failed attempt will prevent this. Danse doesn't like betraying or sticking with Bobbi.
  • Cait - and likely a few other aggressive companions - likes it when you threaten the guard to get Mel out of jail.
  • Inside Hancock's locked train car, there is a set of blocks under the shelf next to his sleeping bag that spells out "Hancock."
  • If activating the Port-a-Diner in the main subway station, Mel will comment that he won't trust anything looking so preserved after 200 years.
  • In the last room before the storage, where the radioactive barrels are lying on the ground, Bobbi will say that "it's no flesh off my face", but the human party members should stay out of the radiation.
  • After resolving the standoff peacefully, passing a speech check and sending Bobbi No-Nose home, the two Triggermen will remain at the strongroom location, non-hostile towards the player character and will stay so as long as the quest isn't completed.

Behind the scenes

  • The quest name is a reference to The Big Dig, a massive public works infrastructure project in Boston that involved the building of various highway tunnels under the Downtown area. The project was famous for its record-breaking cost overruns and the death of a commuter shortly after one of the tunnels fully opened to traffic. Some of the soil removed during construction was deposited on Spectacle Island and used to fill Quincy Quarries.
  • Four wooden blocks spelling the name "Gary" in reference to Vault 108's infamous Gary clones are found in the subway car at the metro station.

Bugs

  • PCPC Playstation 4Playstation 4 Xbox OneXbox One Bobbi may not initiate conversation through the door, preventing the Sole Survivor from continuing the quest.[verified]
    • PCPC This can be solved by using console command and entering setstage ms16 15 to forcefully skip this stage of the quest. If this does not work then replace 15 with 20, 25 or 30. To open the door that requires a key to unlock, use console command unlock (It may be hard to "target" the door in the console, try using setscale 0 to verify you have the door targeted and not a dust cloud, setscale 1 to undo).
  • Playstation 4Playstation 4 Xbox OneXbox One One of the mirelurks during the "Exterminate the Mirelurks (0/3)" part may get stuck behind the first destructible wall and be unreachable, thus making it impossible to continue the quest. Try to leave the room, talk to Bobbi, and re-enter. Alternatively, reloading an earlier save before entering this stage of the quest will fix it. If playing on PC, you may use console command tcl to toggle clipping off, walk through the wall and kill the mirelurk. Use tcl again to turn clipping on again. An explosive may also work.[verified]
  • PCPC Playstation 4Playstation 4 Xbox OneXbox One Mel might be released just when you enter or leave the Diamond City Security building, without the player having undertaken any action to free him. [verified]
  • PCPC Xbox OneXbox One After pickpocketing the guards and freeing Mel, Mel may become unresponsive and the quest will not be able to be completed. This can sometimes be fixed by reloading multiple times, and waiting for Mel to leave the security office before the player.[verified]
  • PCPC Playstation 4Playstation 4 Xbox OneXbox One Sonya may occasionally get stuck in walls or objects during fights, terminal accesses and other events, preventing her from removing walls. One can walk into her to move her, reload an earlier save or leave and re-enter the tunnels to get her out again. If playing on PC, you can enter 11fc2e.moveto player to teleport her to the player character.[verified]
  • PCPC Playstation 4Playstation 4 Mel may disappear along with Sonya during the quest, making optional walls unable to be destroyed. Activating walls related to the quest will have the walls reappear.[verified]
  • Playstation 4Playstation 4 Xbox OneXbox One When asking to break a wall, Mel will call Sonya but it will just make a quick turn and stop completely, no matter what. Saving, quitting and then reloading can fix this.[verified]
  • PCPC Playstation 4Playstation 4 Xbox OneXbox One When trying to break the final wall, activating it will make Mel glitch and unresponsive. Shoot Mel and then talk to him to resume the quest.[verified]
  • When trying to break down the final wall, it is not able to be knocked down. Instead, talk to Mel to knock it down.
  • If this does not work, you can also use the disable command in the console to disable the wall. Alternatively, using tcl in the console will allow the player character to walk through the wall. The NPCs will follow you through.
  • PCPC Playstation 4Playstation 4 Xbox OneXbox One When entering the strongroom, the option to open the door may disappear, making it impossible to enter. Reloading your game from the main menu usually solves this problem.[verified]
  • Playstation 4Playstation 4 Xbox OneXbox One After killing the guards, Bobbi and Mel will become unresponsive and the quest will not be able to be completed. Reloading an earlier save may resolve this issue.[verified]
  • PCPC Activating the fragile wall location next to a red wall light close to a sleeping bag right before the strongroom basement may result in have Mel getting stuck in front of it a few seconds before disappearing, only to reappear to soon after. Activating the wall will not work before talking to Mel.[verified]
  • PCPC Playstation 4Playstation 4 Xbox OneXbox One At several points in the strongroom, Bobbi (and sometimes Mel) or Fahrenheit and her men may suddenly become hostile. The cause may lie with the targeting HUD power armor upgrade. To prevent this from happening, get out of the power armor before entering the strongroom. This bug also appears in Virgil's Cure [verified]
  • PCPC Playstation 4Playstation 4 When siding with Bobbi No-Nose she may become unresponsive after opening the train cart and only say "Let me check it out first" without ever going to it. To fix it just leave the safe house and re-enter it.[verified]
  • PCPC Sometime Mel will disappear or Sonya will get stuck, a simple workaround is to run back to the entrance and stare at any wall for a bit and they will reappear/get unstuck.[verified]
  • PCPC Playstation 4Playstation 4 On the last door, Mel and Sonya tend to break, and will not remove the wall. (PC: Works to leave the tunnels, go back to the last room and then sleep for a hour (sometimes))[verified]
  • PCPC Xbox OneXbox One The door to the strongroom may be bugged preventing the player character from entering. [verified]