Wikia

Nukapedia

Fallout 3 player character housing

Talk260
17,157pages on
this wiki

Redirected from Fallout 3 player housing

Icon disambig
For player housing in Fallout: New Vegas, see Fallout: New Vegas player character housing.
.
 
Gametitle-FO3
Gametitle-FO3

Ownable housingEdit

Hotels and rentable housingEdit

The player character must rent the room for 120 caps daily. After which the bed reads "My Bed" and grants the Well Rested effect.

Incidental housingEdit

The houses below aren't technically ownable, but the player can still live at these sites:

Nearest Map Marker Secure Containers (Specify Which) # of Beds Workbench? Needs to be Cleared of Enemies? Notes / Features
Abandoned car fort 6 ammunition boxes (5 next to the bed, 1 behind the sandbag barricade) 1 noIcon cross yesIcon check
Alexandria Arms, Ruined Building 1 ammunition box, 2 filing cabinets, 1 fire hose box, 1 footlocker, 1 gun cabinet, 1 Nuka-Cola machine, 1 refrigerator, 6 safe boxes. 1 yesIcon check yesIcon check
  • Building directly SW of Alexandria Arms.
  • Nice 3rd floor view.
  • A couple of bear traps can be reactivated, although it doesn't seem necessary.
Andale, Old Man Harris' house 2 cabinets, 1 corpse (Old Man Harris), 1 footlocker, 1 oven, 1 refrigerator. 0 noIcon cross yesIcon check
  • The bed is owned by Old Man Harris and cannot be used; however the nearby concrete treehouse has a usable bed (may require the scavenger to be dead), and the sinks in the Smith and Wilson homes restore 30hps while only giving 2 rads.
  • Easy access to daily strange meat pies, and membership in a true community of cannibals (rather than joining The Family).
  • The kitchen has a bit of counter space, enough to display Old Man Harris' corpse in a similar fashion to those in the shed or basement.
  • If you're unable to kill Old Man Harris quickly he may flee outside, preventing his corpse from being used as decoration or a storage container.
  • No one from Andale will enter the house; however, the children will take up residence here if their parents are killed (either by the Lone Wanderer or other enemies).
  • Junior Smith and Jenny Wilson make excellent stand-ins for the Pint-Sized Slasher if given the masks located in Point Lookout and a knife through reverse pickpocketing.
Arefu, West residence - 2 noIcon cross noIcon cross
  • Ian West will continue to live here.
  • After completion of Blood Ties, residents of Arefu will give gifts or provide services.
Arlington Cemetery, Arlington House 2 cabinets, 1 desk, 2 dressers, 2 first aid boxes, 2 footlockers, 5 metal boxes, 2 suitcases, 1 refrigerator, 1 safe, 1 tool cabinet, 1 trunk. 3 yesIcon check yesIcon check | noIcon cross
  • The basement contains a shrine to Abraham Lincoln, allowing you to display associated items of your own if they were not sold.
  • Junders Plunkett will hole up here if you acquire the Lawbringer perk.
  • Bobblehead - Luck
Big Town - 1 noIcon cross yesIcon check
  • Red can provide medical services (if rescued, and not enslaved).
  • Pappy is capable of performing very basic repairs and can be boosted by giving him proper attire.
  • Bittercup will give you a small, random gift every 13 hours if you make a good first impression.
  • If Broken Steel is installed several residents of the town may be discovered dead upon an overland return, and the Lone Wanderer may be attacked as well by an albino radscorpion.
  • The town can become equipped with small guns for it's residents, a minefield, robots (sentry bot, protectron) or the residents can be taught how to hide from trouble depending on choices during Big Trouble in Big Town.
  • Residents may steal items, or pick them up if left out as decoration.
Broadcast Tower KB5, drainage chamber 1 toolbox. 1 noIcon cross noIcon cross
  • Signal Alfa Lima can be turned on here.
  • Tumblers Today
  • must pick Average locked door
  • Very close proximity to the Deathclaw Sanctuary, and Enclave spawns after The Waters of Life.
Canterbury Commons, Dominic and Machete's house 2 ammunition boxes, 2 desks, 2 garbage cans, 2 gun cabinets, 3 lockers, 2 metal boxes, 1 Nuka-Cola machine, 1 refrigerator, shelves, 1 toolbox. 1 yesIcon check noIcon cross
  • There is only one free bed for the player and either Dom or Machete may sleep in it, making it impossible for the player to sleep in the house at that time.
Citadel Footlockers, lockers. 32 yesIcon check noIcon cross
County Sewer Mainline, Gallo's Lair - 1 noIcon cross yesIcon check
  • Unique Nuka-Cola decor.
Deathclaw Sanctuary, Mount Mabel Campground 2 ammunition boxes, 1 first aid box. 1 noIcon cross yesIcon check
Dickerson Tabernacle Chapel 5 ammunition boxes, 1 metal box. 7 noIcon cross yesIcon check
Everglow National Campground - 1 noIcon cross yesIcon check
  • Site of a battle between respawning raiders and super mutants.
Evergreen Mills, bazaar 2 ammunition boxes, 2 fridges, lockers, shelves. 6 yesIcon check yesIcon check
Evergreen Mills, Guard barracks - 1 noIcon cross noIcon cross
Evergreen Mills, northern shack - 1 yesIcon check yesIcon check
F. Scott Key Trail & Campground - 0 noIcon cross yesIcon check
  • Deathclaws may inhabit this area.
Fairfax ruins, abandoned house - 0 noIcon cross -
Fairfax ruins, Car dealership 3 desks, 5 filing cabinets, 3 lockers. 0 noIcon cross noIcon cross
  • Spacious area with office space, complete with plentiful seating and tables.
  • Enclave presence outside.
Farragut West Metro station 2 ammunition boxes, 2 desks, 6 filing cabinets, 1 security safe, shelves. 1 noIcon cross yesIcon check
  • The safe here can be re-locked if originally opened by hacking the nearby terminal.
Farragut West station Abandoned house 0 noIcon cross yesIcon check
Fort Independence - 0 yesIcon check yesIcon check | noIcon cross
Georgetown North, McClellan family townhome 1 oven, 1 refrigerator. 2 noIcon cross noIcon cross
  • Mister Handy at your service.
Germantown Police HQ, Germantown jail - 5 noIcon cross yesIcon check
  • Can pretend to be a jailor by filling the cells.
Germantown Police HQ, medical camp - 15 noIcon cross yesIcon check
Grayditch, abandoned home 1 ammunition box, 1 cabinet, 1 first aid box. 1 noIcon cross noIcon cross
Grayditch, abandoned home 1 cabinet, 1 desk, 1 first aid box, 1 oven. 1 noIcon cross noIcon cross
Greener Pastures Disposal Site, makeshift shack 1 footlocker, 1 toolbox. 1 noIcon cross -
  • Surrounding area is radioactive.
  • Respawning wasteland recluse inside, who may turn hostile.
Hallowed Moors Cemetery - 3 noIcon cross yesIcon check
Jalbert Brothers Waste Disposal, abandoned shack (North) 1 dresser, 1 oven, 1 refrigerator, shelves. 2 noIcon cross yesIcon check
Jalbert Brothers Waste Disposal, abandoned shack (Southwest) 2 ammunition boxes, 1 dresser, 1 footlocker, 1 oven, shelves. 2 noIcon cross yesIcon check
Jury Street Metro station, Gold Ribbon Grocers 1 cash register, 1 first aid box, 1 metal box. 0 yesIcon check noIcon cross
  • Super mutant behemoth neighbor (Needs to be activated)
  • Occasional Caravan passes through, unless the behemoth has killed him.
  • Lots of shelves for storing items. Also has freezers and cupboards.
  • Sink to restore health with low rad cost.
  • Open dumpster outside to store items.
  • Raiders and radscorpions occasionally spawn south, along with Talon Company mercs.
  • Workbench is in Hank's Electrical Supply (Broken Steel Only)
Jury Street Metro station Metal boxes, 1 safe, 1 toolbox. 7 yesIcon check yesIcon check
Little Lamplight, Vault 87 Reactor Chamber 3 filing cabinets, 1 safe, 1 suitcase. 1 yesIcon check yesIcon check
Mason Dixon Salvage, abandoned shack (North) 1 ammunition box, 1 footlocker, 1 first aid box, 1 garbage can, 1 oven. 1 noIcon cross yesIcon check
  • Skill Books
Mason Dixon Salvage, abandoned shack (South) 3 ammunition boxes, 1 footlocker, 3 lockers, 1 oven, 1 refrigerator. 1 noIcon cross yesIcon check
  • Super mutant camp with captive
MDPL mass relay station 2 ammunition boxes, 1 cabinet, 1 dresser, 1 gun cabinet, 1 locked safe. 3 noIcon cross yesIcon check
  • Raiders here will respawn.
  • Beds are pristine.
  • Items in footlockers may be reset to area defaults, causing you to lose what you stored there.
Meresti trainyard, Meresti Metro Station - 5 yesIcon check yesIcon check | noIcon cross
  • Home of The Family, who can be eliminated or allowed to stay.
  • Conveniently located near Murphy.
Minefield, Benson house 2 dressers, 1 first aid box, 1 oven, 1 safe, 1 suitcase. 1 noIcon cross noIcon cross
Minefield, Gibson house 1 desk, 1 dresser, 2 filing cabinets, 1 first aid box, Model of home, 1 oven, 1 refrigerator, 1 safe. 2 noIcon cross noIcon cross
Minefield, Gillian house 1 dresser, first aid box, 1 oven, 1 refrigerator, 1 safe. 2 noIcon cross yesIcon check
  • Home to respawning radroaches.
Minefield, Zane house 2 cabinets, 1 desk, 2 first aid boxes, 1 oven, 1 safe, shelves, 1 toy box. 2 noIcon cross noIcon cross
National Guard depot 9 ammunition boxes, 30 metal boxes, 1 refrigerator, 1 safe, shelves. 3 yesIcon check yesIcon check
Pennsylvania Avenue - - yesIcon check yesIcon check
Pennsylvania Avenue, Hotel 2 ammunition box, 1 desk, 2 first aid box, 1 footlocker. 1 noIcon cross noIcon cross
  • Brotherhood of Steel Paladin as a roommate, if left alive.
  • Ham Radio
Ranger compound - 3 noIcon cross noIcon cross
Red Racer factory, Surgeon's Lab - 1 noIcon cross yesIcon check
Regulator HQ - 0 noIcon cross noIcon cross
Relay tower KX-B8-11, drainage chamber 1 ammunition box, 1 footlocker. 1 noIcon cross noIcon cross
  • Signal Oscar Zulu originates here.
  • The two skeletons can be moved. They will not reset to their original location.
Rivet City, Dr. Li's apartment 1 desk, 1 dresser, 1 footlocker, 1 refrigerator, tables, 1 wardrobe. 1 noIcon cross noIcon cross
  • May require Broken Steel.
  • Have to lockpick the door. (Average Lock)
  • Cabinets are marked red, but you will not lose Karma by using them unless the item is marked as stolen itself.
Robot repair center, The Mechanist's Forge 2 footlockers, 4 metal boxes, 1 refrigerator, shelves. 1 yesIcon check yesIcon check
  • Unique secret entrance.
Rockbreaker's Last Gas, Sniper shack 3 ammunition boxes, 1 footlocker, 3 lockers, 1 refrigerator, 1 safe. 1 yesIcon check yesIcon check | noIcon cross
  • You can sleep in the bed with Fluffy and Jitters alive, as long as they aren't attacking you.
  • A Vertibird will occasionally drop an Enclave soldier and a sentry bot to the northwest.
  • The outside of the shack is a spawning point for Talon Company/Regulators.
SatCom Array NN-03d, abandoned tent 2 ammunition boxes, 1 footlocker, 1 locker, 3 metal boxes. 1 noIcon cross noIcon cross
Sewer waystation, Talon Company camp 3 ammunition boxes, 1 dresser, 4 footlockers, 1 toolbox, 2 wardrobes. 4 noIcon cross yesIcon check
Smith Casey's garage - 1 noIcon cross yesIcon check
Smith Casey's garage, Vault 112 1 desk, lockers, 1 safe, tables. 1 noIcon cross noIcon cross
Springvale School - 0 noIcon cross yesIcon check
Super-Duper Mart 7-8 ammunition boxes, 1 first aid box, metal boxes, refrigerators, shelves. 5 noIcon cross yesIcon check
  • Raiders could be kept as possible roommates via the Mesmetron and removing the slave collar.
  • They also respawn ammunition every couple of days if you keep them alive.
Tepid Sewers 3 ammunition boxes, 3 footlockers, 3 metal boxes, 1 refrigerator, 1 safe. 2 yesIcon check yesIcon check
VAPL-58 power station, Pylon shack 2 ammunition boxes, 1 first aid box, 1 personal footlocker. 2 noIcon cross yesIcon check
  • Buy/sell items and get repairs at Caravan's stop in front of nearby Arefu.
Vault 92 - 0 noIcon cross yesIcon check
Vault 101 - 0 noIcon cross noIcon cross
  • Radroaches respawn in the main entrance.
  • Player must sabotage the Vault in the quest Trouble on the Homefront in order to be able to stay/come and go.
Vault 106 - - noIcon cross yesIcon check
Vernon Square Station, Sewer entrance 2 ammunition boxes, 2 first aid boxes, metal boxes, 2 refrigerators, 1 safe, toolboxes. 4 noIcon cross noIcon cross
Warrington station - 0 noIcon cross yesIcon check
Washington Monument 1 garbage can. 1 noIcon cross noIcon cross
  • Offers a spectacular view of The Mall.
  • While there is only one garbage can within the building itself, the two directly outside are safe and can be used for additional storage.

Housing in Broken SteelEdit

Nearest Map Marker Secure Containers (Specify Which) # of Beds Workbench? Needs to be Cleared of Enemies? Notes / Features
Rockland Car Tunnel 2 Enclave crates, 3 gun cabinets, 1 refrigerator. 0 noIcon cross noIcon cross
  • Once you complete Death From Above the Brotherhood of Steel vacate the tunnel.
  • Enclave soldier corpses do not disappear, providing extra storage or decoration options (e.g. cannibal).
  • xbox360Icon xbox360 Enclave corpses you completely explode through post mortem abuse will become invisible after a few days, though they can still be used as storage.
  • Functional Mark VI ground laser turret situated behind an Enclave barricade.
  • Easily mined approach to the tunnel entrance, useful as a counter to the nearby wandering monsters who may attack when you fast travel to the location.
  • Working gate on the exterior, along with a chainlink fence.
  • The military truck outside will not respawn intact if destroyed.
  • Items you grab that cannot be added to your inventory will reset to their original positions after three days (with exception to corpses and wooden boxes).
Holy Light Monastery - 3 noIcon cross noIcon cross | yesIcon check
  • You can only access this location after initiating the Broken Steel quest Holy Water.
  • Outside is radioactive, cultists may steal items out of containers if left alive.
  • Cannot be accessed if Megaton is destroyed.

Housing in Mothership ZetaEdit

Nearest Map Marker Secure Containers (Specify Which) # Of Beds Workbench? Needs To Be Cleared Of Enemies? Notes / Features
Alien Homing Beacon, Engineering core - 1 yesIcon check yesIcon check

Housing in Operation: AnchorageEdit

Nearest Map Marker Secure Containers (Specify Which) # of Beds Workbench? Needs to be Cleared of Enemies? Notes / Features
Outcast outpost 1 cash register, 1 desk, 4+ first aid boxes, 3 gun cabinets, metal boxes, 2 personal footlockers, toolboxes, 1 tool cabinet. 1 noIcon cross yesIcon check
  • Only available after the events of Operation: Anchorage.
  • Comes complete with dual turrets!
  • Functioning cargo elevator entrance.
  • Specialist Olin can perform basic repairs, for a price. (If kept alive after the coup)
  • Companions cannot accompany you into the bunker.

Housing in Point LookoutEdit

Nearest Map Marker Secure Containers (Specify Which) # of Beds Workbench? Needs to be Cleared of Enemies? Notes / Features
Ark & Dove cathedral - 2 noIcon cross noIcon cross
  • Human guards, high walls, and a working gate all provide a sense of security and Strength to the location however the numerous npc's may steal items left here.
  • Beds are communal, must share them with the tribals.
  • Feral ghoul guards (while wearing the ghoul mask) protecting the adjacent graveyard, and entrance to the Sea Cave. The cave can provide an alternative to the cathedral itself, it rests underneath a ghoul infested graveyard and possesses macabre coffin containers (Vampire). The cave also features makeshift bedding near the holoprojector and ladder to Point Lookout for convenience.
Blackhall Manor - 3 noIcon cross noIcon cross
  • It has a distinctive occult theme, rather than technological.
  • It has more beds than any other listing, allowing each bedroom to have its own theme.
  • A huge amount of shelf space for displaying items and its own pool table for displaying the Lucky 8-ball, The Break and other pool related items.
  • It has its own bathroom, including sinks and a toilet granting +30 hitpoints and only +2 rads. This makes it the cleanest bathroom in all of Point Lookout.
  • A very large kitchen, with plentiful counter space for displaying items such as food.
Calvert Mansion, Calvert Atrium 1 trunk, 1 toolbox, 1 suitcase 1 noIcon cross noIcon cross
Calvert Mansion, Panic Room 2 ammunition boxes, 1 cabinet, 1 desk, 1 file cabinet, 1 suitcase. 0 noIcon cross noIcon cross
  • Only available after Thought Control.
  • Proximity to Calvert atrium grants use of a bed.
  • Can be absorbed into the atrium/Chinese bunker combination, forming a Calvert compound for the player.
Chinese Intelligence bunker, Calvert Mansion 16 ammunition boxes, 1 cabinet, 2 lockers, 1 toolbox, 1 tool cabinet, 1 trunk. 0 yesIcon check noIcon cross
  • See notes on Calvert Mansion.
  • Biggest stack of ammunition boxes in FO3.
  • Must complete The Velvet Curtain, or gain early access with exploits.
  • Radiation can be shut off with 44 repair, expanding the size of the home.
  • The entrance to the bunker is found in the Calvert atrium which has a makeshift bed.
  • The only home available in Point Lookout with a functional robotic guard (if left alive during The Velvet Curtain).
  • It possesses only two shelves, however the bare bunk bed frame and workbench can both be used for this purpose. It also contains two large floor coolers for displaying food and drink.
Disaster relief outpost, administration tent 2 ammunition boxes, 1 desk, 2 first aid boxes. 0 noIcon cross noIcon cross
  • Three respawning Smugglers will appear at the Outpost during the events of The Dark Heart of Blackhall.
  • The two Medical Tents and Marcella's Tent house containers that can be used for additional storage.
Herzog Mine, Kenny's Cave 1 trunk. 2 noIcon cross noIcon cross
  • Sleeping here grants the Well Rested bonus.
  • Kenny is available for tag and hide and seek, though whines if you stop playing.
  • Must share the bed.
Homestead Motel Suitcases, trunks. 3 noIcon cross yesIcon check | noIcon cross
  • You must contend with vicious dogs outside of the hotel every few days.
  • The room sizes limit decoration to a minimalist display and causes difficulty when positioning items.
Lighthouse 1 garbage can, 1 suitcase, 3 toolboxes. 0 noIcon cross noIcon cross
  • Is the real "highest point" in Point Lookout, it's possible with patience to hit the Duchess Gambit with a missile, knocking its current captain into the water.
  • Entirely unique, no other building like it in the game and connects to the St. Aubin Medical Facility which grants beds, additional storage and decorative options.
  • It is the only potential home in the game with a light switch (when the bulb is replaced), and it contains a non-functional jukebox.
  • Can fast travel from the top (even to the base of the lighthouse), this removes the lengthy descent down the stairs.
Trapper's shack - 0 yesIcon check yesIcon check
  • Unusual basement, much of which is radioactive.
  • The makeshift bed upstairs is guarded by a respawning creeper that must be killed prior to using it.
  • The area outside the shack is rife with enemies, which can be a constant headache when trying to fast travel away from the location.

Housing in The PittEdit

Nearest Map Marker Secure Containers (Specify Which) # Of Beds Workbench? Needs To Be Cleared Of Enemies? Notes / Features
The Pitt underground - 1 noIcon cross noIcon cross
  • Can only be used if the player acts on behalf of the Slaves during Free Labor.
The Pitt Uptown, abandoned apartments 1 safe. 3 noIcon cross yesIcon check
  • One of the apartments has a unique Nuka-Cola Lamp.

Other Wikia wikis

Random Wiki