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The Dig is an unmarked location comprising a system of tunnels being excavated by Bobbi No-Nose during The Big Dig in 2287.

Background[]

The Dig is a series of tunnels connecting Bobbi's place in Goodneighbor to a disused subway station, and finally, according to Bobbi, Mayor McDonough's office in Diamond City; however, the tunnels actually lead to the NH&M Freight Depot, the property of John Hancock, who uses it as a warehouse for Goodneighbor. Many feral ghouls and mirelurks occupy the tunnels.

Layout[]

The Dig consists of a series of dirt tunnels and buried subway platforms and tracks; activating fragile walls directs a temporary companion to open up a path. In the first room opened by Sonya, direct the eyebot to destroy the fragile wall on the south wall. Beyond another fragile wall at the end of the next tunnel is a bone-littered subway tunnel leading south. The feral ghoul-infested subway platform features a cooking station and a sleeping bag to the southeast near a small Advanced-locked storage closet opened by an Advanced-locked terminal. After passing through the train to reach the west side of the platform, two paths are available: mirelurk-filled tunnels beyond a fragile wall to the west, or the feral ghoul-filled subway tunnel past a fragile wall behind the train to the south. The southern path includes an Expert-locked safe beyond a fragile wall west of a second subway platform, and another fragile wall at the end; both paths lead to a brewery.

The brewery entrance is opened via an unlocked terminal near a chemistry station. The next room is full of feral ghouls. On the lower level, a room opened by an Advanced-locked terminal contains a duffle bag and an ammo box. Just before the next fragile wall is a closet with a steamer trunk. The next room contains the final fragile wall, beyond which is the strongroom at the end of the Dig.

Notable loot[]

  • Two fusion cores - One is in a generator in the first room opened by Sonya. The other is in a generator behind an Expert-locked security gate along the western path to the brewery.
  • Partial set of leveled power armor - Beyond the fragile wall on the east side of the first room opened by Sonya.
  • Overdue book - In the train in the first subway platform, on a low shelf next to a cooler and opposite a skeleton couple.
  • Two Nuka-Cola Quantums - In a crate above a four-way junction in the pipeline along the western path to the brewery. The crate may be shot down, dropping the two bottles onto the floor. The other crate contains a military-grade circuit board, a plasma grenade, and two frag grenades.

Appearances[]

The Dig appears only in Fallout 4.

Behind the scenes[]

The Dig was created by level designer Justin Schram, who also worked on the quest "The Big Dig." In creating the Dig, he wanted to include subtle cues using rubble and lighting that would point the player in the direction they needed to go.[1] He also had plans to make the layout and digging mechanic more "Minecraft-y." Though development did not get that far, he was happy with how the dungeon turned out.[2]

Bugs[]

PCPC Another fusion core is in the same generator as the first, but is stuck in the generator and can't be reached without the use of tcl. [verified]

Gallery[]

References[]

  1. Alumni Guest: Justin Schram From Bethesda Game Studios (reference starts at 19:50)
    Justin Schram: "So, this is my dungeon in Fallout 4, it's called the Big Dig. You explore a subway as you're digging through it, and opening things up. So you can see one of the cues that I have here is this rubble on the subway platform here. It's not subtle, but the player doesn't think about it, the player's not like 'oh, the designer's telling me I need to walk up here so I'm gonna walk up there.' It's just like, it's a subtle cue that this is the way you need to go. Another way we do that is rubble, so you see we have the rubble up in the corner here. The player instantly knows when they see that...rubble's sort of a cue that 'don't go this way.' It's destroyed, it's whatever... so we try to remove a lot of those options subtly. Like, the player doesn't feel limited, the player doesn't feel like we took options away, we're just trying to tell the player 'hey, maybe just don't go this way, it's not that important.'"
  2. Alumni Guest: Justin Schram From Bethesda Game Studios (reference starts at 59:00)
    Justin Schram: "I think I showed 'em here, so the Big Dig, I really like. I got to write a full suite of characters for that, and I had this really cool sort of interactive layout where you're sort of digging your way through. So I really liked that, that was an experiment. It was gonna be much more Minecraft-y. It didn't get that far, but I like how it turned out."
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