Big John's Salvage

Big John's Salvage is a location in the Commonwealth $$

Background
This area includes a shop, salvage yard, and family home owned by John Miller before the war.

Layout
The location has been transformed to include platforms and walkways between the vehicles, containers, and structures. It appears that previously, a battle was fought here between super mutants and raiders, with the former coming out on top and claiming residency.

Inside the toppled blue train carriage beyond the wire fence just north of the house is a hatch leading to a bunker. To open the hatch, follow the wires leading from it to a circuit breaker just north of the hardware store and activate it. The bunker is the broadcast location for the Miller family radio signal, and the remains of its residents can be found inside. The bunker contains Big John's safe key, which can be used to open the Master-locked safe on the second floor of the nearby house next to John Miller's terminal and the Advanced-locked safe under the register at the front desk of the hardware store.

Loot

 * Railway rifle - Inside the bunker. The rifle respawns as soon as the location itself resets.
 * Big John's safe key - Inside the bunker, next to or lying on the floor behind the radio.
 * Tales of a Junktown Jerky Vendor issue #1 - Inside the caravan perched atop the containers in the west central section of the salvage yard, on the small table with the lantern adjacent to a steamer trunk.
 * Mini nuke - Inside the same caravan as the perk magazine, in an open refrigerator.
 * Super mutant arm guards - Inside the same caravan as the perk magazine, next to the open refrigerator.
 * Fusion core - Just south of the caravan with the perk magazine, in or near a small wooden structure at ground level with an ammo box and duffle bag.
 * Bottlecap mine - On the top floor of the hardware store, on a table.
 * Power armor frame - To the south of the salvage yard, near the scaffolding of an unmarked destroyed military checkpoint with a patrolling Mr. Gutsy.
 * Suicide note - To the west of the salvage yard, next to a skeleton.

Related quests

 * Cleansing the Commonwealth: Knight Rhys gives the Sole Survivor an assignment to clear the location of what he calls "abominations" to further the aims of the Brotherhood of Steel.
 * Diamond City's Most Wanted: A bounty board in the Diamond City market gives the Sole Survivor a target to handle in exchange for caps.
 * Hypothesis: To aid in one of his experiments, Doctor Holdren of the Institute's BioScience division asks the Sole Survivor to obtain a tissue sample from a particularly tough super mutant and return it to him.
 * Kidnapping: Concerned settlers will ask the Sole Survivor to help them rescue a fellow settler that was kidnapped for ransom by nearby hostiles, hoping to have them freed without harm.
 * Leading by Example: Lancer Captain Kells requests the Sole Survivor's help in training a Brotherhood squire by allowing him to accompany them on a mission.
 * Lost Soul: Doctor Carrington has a lead on a synth that's in danger and sends the player character to save them.
 * Quartermastery: Scribe Haylen has identified the location of a piece of technology she wishes to retrieve and catalog. She asks the Sole Survivor for help in bringing back the technology in one piece.
 * Randolph Safehouse: The Railroad agent Mister Tims will leave dead drops in the form of six holotapes for the Sole Survivor, containing information about possible hazards to the Railroad's escort and escape of synths out of the Commonwealth. They can assist in these efforts by clearing out the location of hostiles.

Appearances
Big John's Salvage appears only in Fallout 4, and is mentioned in Fallout: Wasteland Warfare.

Bugs

 * The bunker may become sealed again after exit. The circuit breaker will have already been switched on, so there will be no way to enter the bunker besides using the console.
 * On PC, the console command will teleport the player character into the bunker.
 * Switching the circuit breaker on before attempting to open the bunker could cause the glitch mentioned above, but before actually entering for the first time.
 * Reloading the game to a point before activating the circuit breaker then attempting to open the bunker first before activating the breaker may solve this issue.