Bunker Hill

The Bunker Hill Monument, known after the war as Bunker Hill is a location and potential settlement in the Commonwealth in 2287.

Background
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. As a result, they are forced to pay "protection money" to the area's raider gangs (including the ones led by Wire and Jared) to avoid being attacked, and rely mostly on mercenary protection against things that cannot be bought, such as super mutants or gangs which do not comply with (or attempt to cheat) 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, and it is unknown what the outcome of the battle is.

Layout
The perimeter of Bunker Hill is surrounded by a large wall, only allowing access through the main gate on the south side and a small door on the east side. Just in front of the main gate is an obelisk with stairs leading to the top. Behind that is a large open space with Deb, the general storekeeper, to the east, one of the caravan leaders in the northeast, and Old Man Stockton in the northwest. On the west side behind the bar is an inaccessible hatch to the utility basement.

Just west of the entrance to the settlement is Kay's building where medical treatment is available, and the workshop when the settlement has been earned. Next to that in the southwest corner is Kessler's home. Following the wall there's another shack, then in the northwest corner is the Savoldi's place where food and lodging are available. The north and east sides contain a couple more shacks.

For food and water, there are four tato plants and two corn plants on the north side of the shack next to the main gate, along with a water pump. A second water pump along with six additional corn plants can be found just past the brahmin pen on the south side. Inside the market there is a purified water fountain in the corner to the right of Deb's stand. There are no workbench facilities unless the basement is unlocked (see below). Unless the settlement is unlocked, the only storage container the player character can use is a toolbox in the shack below the toilet on the north wall.

Notable loot

 * Live & Love issue #5 - on a small table at the top of the spiral stairs inside of the obelisk. The interior of the obelisk can be accessed from the marketplace.
 * Mini nuke - utility basement, the lowest level, the southwest corner behind some crates.
 * Vault-Tec lunchbox - utility basement, a small room at the end, in a crate on a shelf.
 * Join the Railroad - on the counter to the left when entering the marketplace.
 * Destroyer's left arm, Black Ops armor and Wastelander's Friend - all sold by Deb.

Companion comments

 * When at this location, companions make comments, which are activated at the base of stairs to the monument, before the gate.

Appearances
Bunker Hill appears in Fallout 4, and is mentioned in its add-on Nuka-World.

Behind the scenes
The location is based on the real world monument of the same name.

Bugs

 * Joe and Tony Savoldi may refer to the character as the incorrect gender.
 * 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, and the player belittling synths may garner a like, as opposed to the other way around.
 * When asking Tony Savoldi for a room, he often does not take the money, in which case a room does not become available.
 * A possible fix is completing Joe's quest, then ask Tony for a room. He should then give the player character a room above his shop. However, this does not work consistently. It may be that leaving and re-entering the area helps.
 * Alternatively, just keep repeating the dialogue option until a message shows that the 10 caps were deducted. Once the caps are deducted, the bed (mattress) is available for the player character to sleep on.
 * After the fight, some of the NPCs might be cowering.
 * If one responds negatively to Father at the end of this quest and gets Banished from the Institute, the named settlers in Bunker Hill may be stuck cowering.
 * It is possible to fix this by using the console command and then fast-traveling or sleeping.
 * Even if hidden, everyone within Bunker Hill will become hostile if stealing any item.
 * This bug applies to all possible settlements that have not been unlocked. Once a settlement is unlocked the owned items can be stolen without angering the town and unowned items can be picked up without ramifications.
 * After "The Battle of Bunker Hill" the front gate may be locked permanently. A workaround for this is to open it using the console. By opening the console and choosing the gate, it is then possible to open it with the command.
 * Kessler may walk off after her quest is completed, breaking the conversation and preventing the player from asking for Bunker Hill to become allied. She will not enter conversation again and gives a one-line response to any attempt to do so.
 * Possible Kessler fixes, talk to her after she finishes a trip to plants. Currently attempting to find where she sleeps to try again (XB1) Update: found her smoking by the bar, finished the conversation. She doesn't join as a settlement. Did the quests as this wiki page said. Possibly need to finish Castle for Minute Men first.
 * Bunker Hill traders may no longer be able to do business from their respective "counters"; 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. However, the sellers cannot be reassigned to stores built or crafted, much less to any job whatsoever. As of Patch 1.3, their status menu when selected will show them as "unassigned," perhaps suggesting that their lack of employment might impact Bunker Hill's settlement happiness statistic.
 * This can be fixed by the console command, which requires one to select the damaged shop counter first.
 * After the battle, all Brotherhood power armor soldiers that survive the battle on the surface will be dead upon returning and their bodies will not despawn.
 * If one does not enter the Bunker Hill basement during Battle for Bunker Hill, returning can make the turrets and NPCs undamageable (weapons will not hit them and they will not be picked up in V.A.T.S.) The turrets still level with the player character.
 * Upon re-entering the utility basement after the Battle for Bunker Hill has been completed, all surviving members of the faction the player sided with will drop dead on the spot. Their collective death sound can be heard and their bodies can be looted with impunity (which can give access to very powerful items since the NPCs continue to level with the player until their sudden death).
 * When the player enters Bunker Hill for the first time, Kessler will ask whether the player is a raider or a trader. Sometimes Kessler may ask this multiple times if the player immediately exits and reenters Bunker Hill.