Fallout Wiki
Register
Advertisement
Fallout Wiki

Evergreen Mills is an old factory in the southwest quadrant of the Capital Wasteland, just east of Smith Casey's garage.

It is inhabited by raiders and consists of 5 interior sections: Evergreen Mills Bazaar, Evergreen Mills Foundry, Guard House, Northern Shack and Southern Shack.

Layout[]

Exterior[]

Evergreen Mills loc map

Exterior map


Cell ID: EverGreenMillsBazaar
Ref ID: 00029034

Exits: Capital Wasteland Notable loot: (A) Nuka-Cola Quantum
Characters: Raider (x10)
Slave (x7)
Super mutant behemoth
Workbenches: none
Usable beds: none

Evergreen Mills features a large outdoor area which is nestled into a small valley. Other than dropping from the valley's ledges, it can only be reached by following a set of rails which enters the valley from the east. The exterior part of the location consists of a slave pen with 3 slaves, an electrified cage containing a Super mutant behemoth as well as a series of metal shacks and train cars surrounding the factory building itself. In total, ten raiders patrol the area and guard the rails leading into the camp. The area contains a number of traps, including Frag mines near the northern entrance and tripwires (releasing Grenade bouquets) in the shacks' periphery.

The Super Mutant Behemoth can be released from its cage by either destroying the generator which powers the electrified fence or picking the lock. It will use its new-found freedom to attack everyone is in the vicinty, be it the player or the raiders.

The slaves can be freed from their pen by picking the lock or by opening it with the Evergreen Mills slave pen key, one of which is carried by one of the raiders in the vicinity of the gate. Another one can be found in the Guard House. When freed, the slaves will start wandering the area but never leave.

Loot[]

Notable loot[]

Item Section Directions
Nuka-Cola Quantum Exterior To the left of the entrance.

Generic loot[]

Item Exterior Foundry Bazaar
Stimpak 4 2 1

Notes[]

  • The surrounding cliffs offer the player many locations from which to jump to building rooftops; these areas can offer a better means of taking out any hostiles (especially the Super mutant behemoth, which can be defeated while still in its pen).
  • If you free the slaves after killing all of the enemies (including the Behemoth,) they will wander around the camp and begin to sit down, lean against objects, or even sleep. They seem to be on a type of script and will keep doing the same things over and over regardless of what is occuring around them, and they will never leave their spots unless you engage them in combat. When spoken to, the slaves will respond as if they are still in their slave pen.
  • Three Dog will continue to refer to this area as a hotbed of Raider activity after all Raiders are exterminated, even after the Behemoth is dead and the slaves are freed. This may be due to the lack of a trigger (there is no official quest) or because the location will respawn Raiders.
  • Be sure to clear out the mines at the northern entrance to Evergreen Mills if you want to keep the slaves alive.
  • The slaves provide a limitless supply of cash to the evil character. Hit them with the Mesmetron, travel to Paradise Falls, cash in, and repeat. They respawn endlessly and are good for 250 caps each time.

Appearances[]

Evergreen Mills appears only in Fallout 3.

Behind the scenes[]

The location name may have been taken from a road of the same name which runs through Loudoun County, Virginia, beginning at the west end of Washington Dulles International Airport and ending just south of Leesburg.

Bugs[]

  • The Behemoth may jump several meters up in the air and die when it lands, or lose a substantial chunk of its health. This happens most often when a VATS-thrown grenade explodes beneath its feet.
  • In all three platforms, the Behemoth (once released) can become trapped behind a gate and die.
  • Some cliff rocks on the far western wall were not properly placed and allow you to see through their underside.
  • Followers, even Dogmeat, can open the Behemoth's cage, regardless of the generator's status. It's best to tell followers stay back when approaching the gate.
  • If you let the Behemoth out, let him slaughter everyone and leave and come back days later, he will sometimes stay hostile (with a red health bar) but not attack you, even if you walk right up to him.
  • Sometimes the Behemoth may randomly appear out of its cage, with the cage doors still closed and fence electrified.
  • If you have downloaded the Broken Steel add-on you may find Aqua Pura crates on the path leading to Evergreen Mills before you start the purifier.
Advertisement