Fallout 3 special encounters
From The Vault
Special encounters in Fallout 3 are unusual random encounters which can happen in certain pre-defined places in the Capital Wasteland. They usually consist of unique situations, enemy encounters or small tasks for the player.
A random element is the place where a given event will appear. Once a special encounter has been activated in a particular area no other random event will occur in this area. You can save outside the spawning area and keep reloading if you don't get the encounter you want.
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[edit] Types
In principle, there are two different types of special encounters in the game: unique encounters and repeatable ones. Unique encounters will only occur once per playthrough whereas repeatable ones can occur multiple times. Another difference is that repeatable events can happen in any of the random encounter locations but unique encounters do not; there are 2 sets of unique events, each of which occurs only in a certain set of locations.
[edit] Repeatable encounters
These encounters may happen multiple times in a given game at any of the locations below.
[edit] Karma-related
- A Talon Company ambush if you have a Karma rating of Good or Very Good, with the "Private Contract" note.
- A Regulator ambush if you have a Karma rating of Evil or Very Evil. Sometimes there is a Speech challenge where you can bypass them.
- Some times there will be both Talon and Regulators fighting each other.
[edit] Quest-related
- The Nuka-Cola Challenge: A Scavenger heading to Girdershade. His entourage includes one or more of the following pets: a Brahmin, Dog or trained Yao Guai. He'll offer you a Nuka-Cola Quantum. You can barter with him into reducing the price.
- The Wasteland Survival Guide (after completion): A Wastelander hunting a Mole Rat or Mirelurk with varying success. He has different dialogue options depending on whether or not the player completed all bonus objectives given by Moira and partially depending on chance (different Wastelanders may say slightly different things). If the player says he has helped with the book, a congratulatory or a mocking response is received. If the player says he has never heard of the guide, the Wastelander will provide him with a copy of the book.
- The Superhuman Gambit (after completion): The AntAgonizer and 3 Giant Worker Ants attacking 2-3 Wastelanders with another one cowering nearby.
[edit] Hunters
- 1-3 Hunters attacking a Giant Worker Ant, Giant Soldier Ant, Yao Guai, Vicious Dog, Super Mutant or Mole Rat. If they manage to kill the prey, they will take the meat from it. They will sell various sorts of meat to the player if asked to. The animal respawns every 72 hours. The Hunters themselves do not respawn if killed.
- Three Hunters chasing and attacking a Wastelander. Killing the hunters results in positive Karma, and they carry Strange Meat, indicating they are roaming cannibals.
[edit] Scavengers
- A normal Scavenger roaming the Wasteland with his/her pack Brahmin and possibly a pet (dog, robot, or Yao Guai). He/she has no unique dialogue, and instead has the standard Scavenger dialogue tree (offering to sell from his random inventory, or to repair the player's items).
- A Scavenger in camp. A scavenger spawns standing stationary near a burning oil barrel. There is usually a nearby pack Brahmin and pet (either dog or Yao Guai). He usually has a limited number of items and small cash reserves. The inventory is randomized in each encounter.
- Wasteland Doctor who can heal you and/or sell you medicine.
- Wasteland Junkie who can sell you chems.
- A Scavenger and his pet (either dog or Yao Guai) around a dead random robot (usually a Protectron or Robobrain). He will tell you to stay away from his loot and will attack if you persist on "stealing" from him. Even point your sights too long at the dead robot he may become hostile. The robot spawns alive but weakened and usually is quickly killed by the scavenger before you arrive. Even if you kill the robot before the scavenger can, he will claim it and become hostile if you loot it. Speak to him before he becomes hostile to get the vendor options. Killing him while he is hostile will result in negative karma, regardless of his reason for going hostile.
- A Scavenger with his malfunctioning Mister Handy. If you repair it, the Scavenger will give you two Energy Cells. With a speech check, you can convince him to give you 100 caps and the energy cells. After fixing his robot, he will begin to travel the same route as the traders until he is killed. However, unlike the Caravan Merchants and Ben Canning, the Mr. Handy Scavenger will only travel if the player is in the same active map cell. Otherwise, the Mr. Handy Scavanger will remain frozen in his map cell. Waiting an hour while in the same active map cell as the Mr. Handy Scavenger will cause him to instantly travel to the next "trading stop" on the Caravan route (i.e. in front of Megaton, Rivet City, Agatha's House, etc.)
- Raiders attacking a Scavenger with a robot buddy.
[edit] Slavers and slaves
- Four Slavers seeking to eliminate you as competition because you have made them look bad - if you capture a large number of slaves (three or more).
- A Hitman ambush, composed of Wastelanders instead of Talon Company Mercs, who call you "slaver scum" and attack you to avenge their friends. This encounter only occurs if the player has enslaved NPCs using the Mesmetron.
- Three Slavers with three Slaves. Freeing the Slaves (using high Science or Explosives skill to disable their collars) earns you positive karma, but makes the Slavers hostile towards you.
- A few Escaped Slaves who have a few dialogue options if you talk with them: if you know where the Temple of the Union is, you can give them the correct directions for some positive Karma, or lie to them for negative Karma, or just say goodbye.
- Four escaped slaves who will ask you to remove their collars. Depending on your science skill, you could take it off for positive karma, or it could make their head explode.
- Three Slavers looking for escaped slaves. You can lie for positive karma, or you can charge them for information and they'll give you 50 caps. However, they will become hostile no matter the dialogue if they have to give you caps. Killing these Slavers will not turn Paradise Falls hostile.
- Two Slavers with 2-3 Slaves trying to escape from them.
[edit] Wastelanders
- Two Wastelanders pondering an Enclave Eyebot that hovers around them consistently (as opposed to a long patrol like most). There is no dialogue possible with them, but they nevertheless hold a long dialogue with one another, discussing the eyebot.
- Ghoul Wastelanders around a burning barrel, telling you they were headed for Underworld but couldn't make it because of Super Mutants (this contradicts Willow's statement that Super Mutants don't attack ghouls unless they don't know that the mutants will leave them alone). They will tell you how to get to Underworld and mark it on your map.
- Three or four Wastelanders wearing Merc Outfits and carrying mid-level weapons, who are planning to raid Oasis. If you approach and ask them what they're discussing, they will accidentally reveal the location of Oasis and turn hostile. If you act like it's none of your business, they'll shoo you off and you can no longer initiate conversation with them; they will then remain in that location indefinitely.
- A Wastelander attacked by Mole Rats. If you save him/her he/she will give you a small amount of caps.
- 1-3 Raiders attacking 1-3 Wasteland Settlers.
- A Wastelander fighting a Deathclaw. If the Deathclaw is killed, the wastelander will give you directions to Oasis.
[edit] Brotherhood Outcasts
- Three Brotherhood Outcasts (or two Outcasts and a robot) fighting Raiders.
- Two or three Outcasts fighting three Enclave Soldiers (or 2 Enclave Soldiers and an Enclave-controlled Deathclaw)-
- Three Brotherhood Outcasts fighting Talon Company Mercs.
- A Brotherhood Outcast scout being chased by two Deathclaws; an Outcast patrol joins battle.
- A Brotherhood Outcast party of 3 or 4 hunting a Deathclaw, who will most likely kill most or all the Outcasts. This is a rare encounter (once near Megaton).
[edit] Super mutants
- Uncle Leo, a friendly Super Mutant. If you tell him you're going to rob him, he'll give you a Dirty Pre-War Businesswear as a present. If you attack him he'll run away instead of fighting.
- Three Wastelanders fighting a Super Mutant or Centaur. If at least one survives and are spoken to after wards, they'll thank the player and hand over an item.
- Super mutants with captives.
- a super mutant master next to the truck by big town mostly with a minigun,missile launcher, assault rifle, and a brute nearby.
[edit] Creatures
- A weakened Deathclaw and a dead Wastelander. You can find Schematics - Deathclaw Gauntlet on the dead Wastelander.
- A friendly Giant Radscorpion fighting 1-4 Giant Worker Ants. It will sometimes become hostile if you get too close to it.
- One to four Giant Ants around a toxic barrel with one being bigger than the others.
- 5-7 Radroaches.
- A pack of Vicious Dogs.
- A pack of dogs guarding a corpse.
- A pack of mad cows 1 to 6 mostly. Found near Super Duper Mart. (Confirmed on PS3/Xbox 360)
[edit] Other
- A Vertibird landing, dropping off a combination of Enclave soldiers and/or Sentry Bots, and then flying away. In certain areas, will repeat over and over again, dropping off endless armies of Enclave.
- Five Frag Mines which cannot be disarmed placed in a square shape, with one in the center.
[edit] Unique encounters
These encounters only appear once in a given game and only in certain locations per type. See #Locations.
[edit] Type A
[edit] Quest-related
- Big Trouble in Big Town (after completion): A traveling merchant is headed to Big Town. His dialogue depends on the option you chose to finish the quest:
- "Guns": he tells you that Big Town has made a large order for guns, and he is headed there.
- "Robots": he will tell you that they ordered a bunch of robot parts.
- "Sneak": he tells you that the residents have placed an order of a few Stealth Boy units.
- "Explosives": he tells you that the residents have placed an order for a lot of mines.
- Fought super mutants alone: he tells you that it is safe there to trade.
- Abandoned Big Town: he tells you he is on his way to loot Big Town because it was destroyed and left deserted by Super Mutant attack.
- The Superhuman Gambit (after completion): A child will walk up to you and ask for your signature. Occurs when wearing either one of the superheros' armor
- John's Treasure Box (starts quest): Dead wastelander with John's Treasure Box Note.
- Stealing Independence (after completion): Sydney and her friend Emaline attack the player. Occurs if Sydney is still alive and the player did not team with her or double-crossed her.
- The Power of the Atom (after completion):
- Disarmed the bomb: Mr. Burke sends hitmen after you.
- Detonated the bomb: Megaton Refugees attack player.
- The Wasteland Survival Guide (before and after completion): A wastelander battling any creature or a protectron with varying success. Tell them you helped write the Wasteland Survival Guide and they will give you caps or other items if the guide is good (depends on how many bonus objectives you completed).
- Trouble on the Homefront (after completion): Amata being questioned by two hostile Enclave soldiers and a non hostile Enclave officer; they will ask her where she obtained her Pip-Boy, and then ask for the location of her vault. After telling them however, the Officer will simply tell the troops to open fire, killing her; you can save her for no reward or dialog options, but she will only say "this is all your fault".
[edit] Other
- Player encounters Wasteland Merchant. After having a talk with him about the Great One, he'll collapse and die. You'll find a Wasteland Merchant Note on his body about him going to Oasis the next day.
- Ben Canning. He is dying of thirst and asks for water. He will accept Purified Water or Dirty Water. If you help him, he will join the Caravan Merchants' rounds around the wasteland (but not actually sell anything) until he dies.
- Two Wasteland Settlers and two Escaped Slaves fighting over a refrigerator of 10 Purified Water. Opening the refrigerator will turn them hostile to the player, but sometimes just standing near it for too long can make them attack you. You can also convince them with a Speech check to share the water.
- A group of Wasteland wanderers who are trying to get water from an old fire hydrant (or refrigerator) guarded by an abnormally Giant Radscorpion. The player may help the wanderers get to the water or take it for himself.
- A group of Wastelanders fleeing from a leg cripled Deathclaw in pursuit. When you speak to an NPC after killing the Deathclaw he/she gives you the location of Rock Creek Caverns. The "map" he gives you is listed in the "Notes" of your Pip-Boy with the description: "Mirelurk King's Treasure Chamber!"
- You receive the signal of a Chinese Radio Beacon and find a dead Chinese Commando at the spawning point.
- Exploding UFO overhead, leaving Firelance and Alien Power Cells scattered on the ground
- Mel, a modern "Highwayman" who will demand caps and items from you.
- Robot stuck in a conversation loop. On-looking technician requests help.
- Two Wastelanders near Frag Mines; one Wastelander will unsuccessfully try to disarm one of the mines.
- Five Raiders with four of them beating the fifth one (with baseball bats), who is in undergarments. It seems to be an initiation. If you sneak up and listen closely, you will hear what they are saying as they're beating the one without clothing.
- A dead Scavenger with a Mini Nuke and a Fat Man in poor condition.
- Laszlo Radford attcaks you with a Railway Rifle.
[edit] Type B
[edit] Quest-related
- Reilly's Rangers (after completion): Donovan from Reilly's Rangers engaged in battle with three Super Mutants. Save him and he will give you a Mini Nuke. Only occurs if Donovan.
- Trouble on the Homefront (after completion): Dead Vault 101 resident - if you drove the Vault 101 dwellers out of the Vault. Living Vault 101 residents may be encountered as well, with a few dialogue options, mostly along the lines of "fancy seeing you out here!"
- Trouble on the Homefront (after completion): Encounter with Susie Mack if you made Amata the Overseer of Vault 101. She will tell you that the Vault is doing fine and gives you Purified Water.
- Those!: Wastelander fleeing from Grayditch (Giving you the location of Grayditch)
[edit] Other
- Cannibal hunters hunting their "prey".
- Cannibal hunters selling Strange Meat
- "Human bomb" trap and raiders lying in wait.
- Mad Brahmin attacks anyone in the vicinity. (Animal friend perk makes them friendly)
- Sam Warrick shooting at a Wastelander. If he kills the Wastelander, he'll turn on you.
[edit] Locations
| Closest map marker | Directions | Unique A | Unique B |
|---|---|---|---|
| Dunwich Building | West of the building there is a radioactive pool. North of it there is a canyon which can be accessed only from the pool. You must approach it on the road from the building, jumping down the cliffs will not trigger. | ||
| VAPL-84 Power Station | From any directions, the event is at just west of the gates. | ||
| Jocko's Pop & Gas Stop | Head east in the direction of the large advertisement board on top of hill then E-SE. The location of the event is SE of the board. | ||
| Jocko's Pop & Gas Stop | NW of it, up on the highway. | ||
| MDPL-16 Power Station | From any directions, the event is at the back of the building. | ||
| Chaste Acres Dairy Farm | West of it at the red rocket, from any directions. | ||
| Greener Pastures Disposal Site | West of it there is a broken bridge. The event location is exactly south of the Alien Crash Site, from any directions. | ||
| Clifftop Shacks | North of it there is a radiactive pool, the event is there. You must approach it on the lower canyon road. Going simply north then jumping off the cliffs will not trigger, so jump down the suspension bridge then go north. | ||
| Clifftop Shacks | Continue north from the previous pool then go W-NW until the next pool with another event in the canyons. | ||
| Regulator HQ | W-NW of it there is a large group of dead trees. The event is just before them, down in the canyon. | ||
| Regulator HQ | Head east for the large tree. Quicksave and head exactly east. The event is at the fallen part of the highway. | ||
| Minefield | Head west then north on the road for MDPL-13 Power Station. Quicksave just before reaching the pylon on the left. The event is at the water tower. Alternate approaches exist from the east and north of the tower. | ||
| Super-Duper Mart | Right in front of it. Approaching from Farragut West Metro Station will not trigger. Best approach: from SW direction. There is a fence at the back of the Super-Duper Mart. Quicksave at the southern most point of the fence then go NE. | ||
| Relay Tower KX-B8-11 | The event is at E of the tower, approaching from any directions will do. | ||
| Relay Tower KX-B8-11 | head S-SE for the water tower, but stop before the car wrecks. Then go east, the event will be down there. | ||
| Temple of the Union | Go exactly west for the small gap in the highway and stop just as soon you have left the fallen part of it. Then head north for the larger gap. | ||
| Temple of the Union | Go south staying on the road. Pass the advertisement board, the truck, and quicksave after the pole on the road before the car wrecks. The event will be at the 4-way crossing. | ||
| Temple of the Union | Going to the entrance will trigger an event inside, in front of Hannibal's door. | ||
| Canterbury Commons | Go east, then follow the road between the buildings to north. Keep north, cross the brahmins. Go down, the event is in the narrows NE. | ||
| Robot Repair Center | Approach from Canterbury Commons following the road to east then south between the buildings. Just as soon the road would turn west, quicksave, then go to the Robot Repair Center. | ||
| National Guard Depot | Locate the water tower in front of National Guard Depot and head exactly north from there passing the car wreck under the highway until you are halfway between the highway and elevated railroad lines (should be a whirlwind there). From there go exactly NE. If successfully triggered, the event is under the railroad gap, exactly north. | ||
| Corvega Factory | From the factory go W for the two large advertisement boards next to the highway. Then follow the highway S-SE, the event is under the highway near the red rocket. | ||
| Corvega Factory | Go east to the car advertisement board and continue east. The event triggers almost immediately at NE in the narrows. | ||
| F.Scott Key Trail & Campground | There is a wood shack up in the rocks. Head west from the campground for the brain fungus, then you should be able to climb up at the southern part of the rocky wall. Quicksave before start climbing. The shack is N-NW from there. | ||
| Shalebridge | Follow the elevated railroad line NW until you find the gap right after the train. From the gap go south to the top of the hill. The event is downwards, SW of the highest point of the hill. | ||
| Vault 101 | On the top of the hill westwards near the highway, there is a farmhouse with the event. Any approach will work. | ||
| Jury Street Metro Station | go south for the broadcast tower, then go exactly SW. The event is down in the canyon. | ||
| Meresti Trainyard | approach from SE, quicksave at the corner of the fence. The event is between the tunnel exits. | ||
| Broadcast Tower LP8 | any approach should work, the event is there. | ||
| Broadcast Tower LP8 | N-NW, under the turning highway. | ||
| Broadcast Tower LP8 | NW, up on the hill with a lot of trees W of turning highway. | ||
| Broadcast Tower LP8 | Even more NW, W of the train wreck. The event is there where the whirlwind is. | ||
| WKML Broadcast Station | Event is in front of station, approach it from the stairs. | ||
| W of Roosevelt Academy | To the west, where train wreck is. | ||
| Sewer Waystation | Go SW to the Talon Company Camp, then continue south. The event is in the next - destroyed - building. | ||
| Wilhelm's Wharf | Go NW, the event is behind the building W of Wilhelm's Wharf. | ||
| Anchorage Memorial | Any approach will do, in front of the statues. | ||
| Fort Bannister | East of it, nearly in line with the northern fence of Fort Bannister. N-NW of Enclave Camp. | ||
| Tenpenny Tower | There is a red rocket east of it. South of the rocket there is an abandoned building, the event is there. | ||
| Alexandria Arms | In front of it. Approaching it from Arlington Library will not trigger, so come from Citadel or Flooded Metro. | ||
| Flooded Metro | Approach it from W, event is next to the escalators. | ||
| Red Racer Factory | Between the factory and the building W of it. Any approach will do. | ||
| Evergreen Mills | South of Evergreen Mills, northwest of VAPL-84 Power Station, north of the ruined part of the highway. Any approach will do. | ||
| MDPL-05 Power Station | in front of it. Approach it only on road, descending on cliffs will not trigger. | ||
| Raven Rock | Southwards on the road. Event is about SW of MDPL-05 Power Station. | ||
| Chryslus Building | At the ruined building SE of it. Approach from Farragut West Metro Station! | ||
| Old Olney | At the red rocket SW of it. Any approach will do. | ||
| Broadcast Tower KB5 | Approach from NW! | ||
| Mount Mabel Campground | Go N-NW until you see a suspension bridge above. Enter the canyon under it then keep north. Quicksave under the bridge. | ||
| SatCom Array NW-05a | Go N until you find the second fallen tree. (That one is lying exactly W to E.) Quicksave, then continue NW to hilltop until you see the power pylons. The event is down, westwards. | ||
| Fort Constantine | This is very tricky. There is a water tower north of Fort Constantine. Keep NE from there, until you are able to climb up to the car wrecks. From there, head west. The event is exactly north of the water tower. | ||
| MDPL-21 Power Station | Go north following the power lines until you find a bent power pylon. Keep north in the canyon jumping down. After passing the suspension bridge, keep NW through the water. | ||
| SatCom Array NW-07c | Go south from the scavenger's fallen dish, then keep SW direction. The event is about halfway between the Array and the destroyed elevated railroad, S-SW from the dish. | ||
| SatCom Array NW-05a | Bandit camp: there is a small radioactive pool SW of SatCom Array NW-05a. Any approach will do. | ||
| VAPL-66 Power Station | South of the station, W of a Dot's Diner, where the radioactive pools are. | ||
| Jalbert Brothers Waste Disposal | Any approach will do. Event is in front of the eastern building. | ||
| Yao Guai Tunnels | Go NW, up the hill. Event is in the canyon at the radioactive pool. | ||
| Rockopolis | Right in front of it, any approach will do. | ||
| Megaton | Go W until the road under the fallen highway. Then follow that road SW until the Enclave advertisement board (quicksave before the tree). Event is behind the board, down there. | ||
| Megaton | Get to the southernmost outer part of Megaton. Then go SW, the event is between the highway remnants and the other road above in the rocks. | ||
| Nuka-Cola Plant | Approach from Andale. Event is W of the plant, E of the blue car. | ||
| Vault 106 | S of the entrance, upwards. | ||
| Bethesda Ruins | West at the red rocket. Fast travel to Bethesda ruins then go W. | ||
| RobCo Facility | Go E on the road, until the advertisement board, then go back to the SW corner of the building. | ||
| VAPL-84 Power Station | Follow the pylons W-SW, then turn south at the whirlwind after the broken pylon and go back to power station SE then NE. | ||
| Warrington Trainyard | Go W-NW by the northern fence, then up the hill a bit. There should be some enemy around. Then you can go back for the event, as it is around the rocks looking like a cavern / vault entrance (without the door) east from you, north from the broken parts of the fence. | ||
| Greener Pastures Disposal Site | Head south from Office building, then up west at the second truck. After going up go back and go SE until the whirlwind. | ||
| Greener Pastures Disposal Site | Head E-SE from Office building until the southeastern pool. From there go SE and S near the rocky wall. | ||
| Clifftop Shacks | Cross the bridge and go SW almost until the highway. Descend and go north into the canyon. (That will likely trigger an A-type encounter further away, too.) | ||
| Clifftop Shacks | Descend to the canyon near the bridge and go SW, W, NW, N so you are almost at the bridge again. | ||
| Minefield | Follow the road southwest until the blue car at the unnamed power station, then turn and head back to the large boulder next to the power station. | ||
| MDPL-13 Power Station | Go exactly E from the center chimney on the rocks. When the rocks end, go down S and E around the rocks. | ||
| Regulator HQ | Head exactly north until you'll see a fallen tree. Go just as much as you have came since the HQ. You are in position, if there is a large rocky hill in front of you and another fallen tree near NE. Go to there and N upwards. Event is just up. | ||
| Chaste Acres Dairy Farm | Go NW to the red rocket, then follow the road starting eastwards, leading NE. As soon as you are seeing the blue car, the event is right of you, W of the building. | ||
| Chaste Acres Dairy Farm | Go SW and pass under the highway where the truck is. Then go S by the highway, until the gap with the half pillar. The event is at the east of that pillar. | ||
| Relay Tower KX-B8-11 | Go to the nearby end of a road where the small car wreck is, then head to the water tower S-SE. The event is down the cliff east of the water tower. | ||
| Temple of the Union | Go south staying on the road. Pass the advertisement board, the truck. The event is behind the rocks SE at the NE fence of the corral. | ||
| Canterbury Commons | Go W from Joe Porter's diner until the traffic circle, then follow the nearest rut passing the house on your right. The rut leads north a while then turns left and right. Follow the rut, the event is behind the second large group of rocks on the right. | ||
| Temple of the Union | Go S until there is a fallen tree on left. Go E-NE, pass the heap of beton blocks until you find the remains of a small pillar. Turn S-SE there, where is a lone tree. Keep heading that way and pass it keeping the same direction. The event is at the rocks. | ||
| SatCom Array NW-05a | There is a larger radioactive pool with three cars next to it. From there go exactly N for a while where there is a canyon leading up NE, the event is there. | ||
| Vault 101 | Follow the road south until passing between the highway remains and the pillar, where the road turns W. Then go back on the road, the event is halfway between Vault 101 and the water tower. | ||
| Corvega Factory | Go NW where a blue and a brown wreck is north of the houses. Take the road S to another blue and brown wreck at the square. The event is just there SE-wards on the road. | ||
| Corvega Factory | Go the E wall of the building where the blue truck and car is. From the car go S to the white truck under the railway. Follow the road; the event is behind the destroyed building right of another blue car. | ||
| Vault 108 | Head S to the two trees then keep heading S-SE until you can climb up through a short ridge. After climbing up, go back down and go E, the event is there at the whirlwind. | ||
| National Guard Depot | Go N, pass the trucks and the car and stop on the W-E road. Go E, cross the circular traffic and go N behind the destroyed house. The event is at the top of the cliff. | ||
| Rock Creek Caverns | Go W, then N for the destroyed house, but stop on the road and follow it eastwards. The event is behind the car. | ||
| VAPL-58 Power Station | Go to the NW corner of the station's fence. Then go SE, pass the shack, the event is SE from there. | ||
| Charnel House | Head N-NE, until you are on the road, and follow it N. Pass the blue car but go exactly W after it and before the shack. Event is on the top of the hill. | ||
| Fort Bannister, | Go to Fort Bannister Ground Zero, descend the crater and go to the front of the truck. Then exit the crater eastwards through the canyon, the event is at the end of it. | ||
| Paradise Falls | Go the northern bounds of Paradise Falls, where a road leads to North. Follow it. After the crossing, keep going north, following the rut N, NW directions and stop when it turns W. Turn back and go exactly in SE direction, the event is around at the second tree. | ||
| F.Scott Key Trail & Campground | Head exactly north, and just as you have passed the narrows, go E, the event is there. | ||
| Northwest Seneca Station | Head W-SW, until you find a lot of car wrecks near the water. Then go NW by the water until the boat. Then enter the canyon under the highway N-NE, the event is at the wrecked train. | ||
| Chryslus Building | Go E from the entrance then N following the road. At the crossing turn left following the road leading SW. The event is behind the destroyed building on the right. | ||
| Jury Street Metro Station | Take a circle around the metro entrance, then head to the destroyed house with a car and a sewer entrance in S-SW direction, the event is behind it. | ||
| Scrapyard | Exit Scrapyard to south and go to Enclave advertisement board. Then head W by Scrapyard's fence until the rock after the SW corner of Scrapyard. The event is behind it. | ||
| Hallowed Moors Cemetery | Go to the 3-way road crossing between the Enclave and "Stop the red menace" billboards N-NW of Hallowed Moors Cemetery. Go north from the Enclave billboard, the event is after passing the house at the rocks on the left. | ||
| Red Racer Factory | head north by the other building, follow the curve. The event is under the scavenger's bridge. | ||
| Farragut West Metro Station | Head east, it is just around the corner. | ||
| Springvale School | Head SE for the water tower, but stop on the road, then follow it eastwards. Event is behind the big rock. | ||
| Jalbert Brothers Waste Disposal | Follow the road E, event is behind the "Stop the red menace" billboard near the power station. | ||
| The Overlook Drive-In | Go SW to a pond then W from it under the cliff. Then turn back, the event is about in NE direction. | ||
| National Guard Depot | Go to the water tower, then circle the house behind it. The event is at the SW corner of the water tower. | ||
| Reclining Groves Resort Homes | Walk to Reclining Groves Resort Homes from Germantown Police HQ. Event is left of the shack with the car at the N-NW part. | ||
| VAPL-58 Power Station | Travel to Arefu then go S to the car billboard. Go SW from there, the event is on the road. | ||
| Fairfax Ruins | Head E, event is behind the building of Car Dealership. (If coming from Grayditch, event is at the red rocket.) | ||
| Grisly Diner | Follow the road with the wrecks N, event is in the highway gap. | ||
| Dickerson Tabernacle Chapel | Go to the shack at the 3-way crossing, then follow the road north. | ||
| Chryslus Building | Follow the road to the red rocket, event is behind the building N of it. | ||
| Arefu | Go to the boat under Arefu, then head NW. Event is on the left bank after a while. | ||
| Jury Street Metro Station | Go exactly S for a long time until you find a rad pool with shacks and a lot of car wrecks. N-NE of it there is a crater-like place with a tree in the center, go there. The event is upwards at the cliffs, in NW. | ||
| Broadcast Tower LP8 | Go far up north where the last white train wreck is. Descend W in the canyon, and head NE, the event is there, under the railroad line. | ||
| SatCom Array NN-03d | Go W to the shack, then head north, the event is where the rocks end at your left. | ||
| Fort Constantine | Go E, then up N when you can. After the 4 fallen trees, turn and keep NE through the trees. Pass the large tree, cross between another two and keep to the large cliffs at your left. The event is up there, you can approach it from NE, where the cliff ends. | ||
| Broadcast Tower KB5 | Go SW where the road turns by the water near the pond. Cross between the pond and the water, then head W-SW under the highway, go up a bit then turn back, the event is between the pond and the highway. | ||
| SatCom Array NN-03d | Head NE where you can go up NE through a narrows. Go up, then turn back, the event is E-NE of the array, under the cliffs. | ||
| Vault 87 | Find the pond NW of Vault 87. Go N through the canyon, then turn E, the event is there. | ||
| The Silver Lining Drive-In | Circle the drive-in starting NE through the SE canyon. Event is behind the movie screen. | ||
| Broadcast Tower KT8 | Descend the canyon N of it, try heading NE. When crossed the narrows and could go N and E, turn back, and go N to the bent tower, the event is there. | ||
| Dunwich Building | Go NE then NW until you are east and a bit north of F.Scott Key Trail & Campground. The event is there. | ||
| SatCom Array NW-05a | N of Bandit Camp NW of the Array. Circle the blue car near the dock, then head N to the pond. | ||
| Girdershade | Follow the highway westwards until it touches the rocky cliffs, and cross between its pillars. Event is at north, left of trees. | ||
| Yao Guai Tunnels | Go S to the large lonely tree. There turn back and head to N-NE, the event is about halfway between the tree and Yao Guai Tunnels. | ||
| Yao Guai Tunnels | Go N, the event is not far from there. | ||
| Smith Casey's Garage | Head N on the road, pass the trucks and the roadblocks, the event is at the car. | ||
| Cliffside Cavern | Head up E, then leave the path to N when you are able to do it. Go N-NW, and follow that path leading to a canyon with the event. | ||
| Broadcast Tower KT8 | Head exactly E until you find a N-S path. Follow it to north; when it forks, keep right where the event is. | ||
| Rockbreaker's Last Gas | Follow the road NE, event is SW of the pond. | ||
| Broadcast Tower LP8 | Head exactly N until there are two small patches of rad brain fungus. Go under the highway to NW, then turn NE, cross the bridge and head N to the event. | ||
| Oasis | Go to the edge of the map, there is a 3-way crossing on the W-E road to up south between two whirlwinds. Go up, then right at the next 3-way crossing. | ||
| Fordham Flash Memorial Field | Go S-SE where the whirlwind is behind the big rock, cross the road, then head back W by the road until the gap, where the event is. | ||
| Relay Tower KX-B8-11 | Head S-SE for the water tower, stop at the car wrecks. Head E, the event is down there NE of water tower. |
