We've Moved! Just as Gamepedia has joined forces with Fandom, this wiki had joined forces with our Fandom equivalent. The wiki has been archived and we ask that readers and editors move to the now combined wiki on Fandom. Click to go to the new wiki.

Hi Gamepedia users and contributors! Please complete this survey to help us learn how to better meet your needs in the future. We have one for editors and readers. This should only take about 7 minutes!

Fallout 3 player housing

From The Vault - Fallout Wiki
Jump to: navigation, search
Fallout 3 locations project.png
Fallout 3 locations project
This article is within the scope of the Fallout 3 locations project. This project is dedicated to standardizing Fallout 3 location articles. If you want to participate, please check the project page.
This page lists all player housings in Fallout 3.
  • The content is not described in full detail on this page. For details, please see the respective articles.
  • For player housings in other Fallout games, please see "Player housing".
  • For an overview of Fallout 3 content, please refer to "Portal:Fallout 3".
 
Gametitle-FO3.png
Gametitle-FO3.png

Ownable housing

Hotels and rentable housing

Player must rent the room nightly for 120 caps, after which the bed reads "My Bed" and grants the Well Rested effect.

Incidental housing

Houses below are not technically ownable, but you can live at these sites:

Name Nearest Map Marker (if different from NAME) Secure Containers (Specify Which) # of Beds Workbench? Needs to be cleared of enemies? Notes / Features
Old Man Harris' house Andale 1 refrigerator, 1 oven, 2 cabinets, 1 footlocker, 1 corpse (Old Man Harris) - No Yes
  • 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 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, the children will take up residence here however 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.
[read more...]
Farragut West Metro Station - Security safe, 2 desks, 6 filing cabinets, 2 ammunition boxes, shelves 1 No Yes
  • The safe here can be re-locked if originally opened by hacking the nearby terminal.
Dr. Li's Apartment Rivet City Desk, footlocker, wardrobe, refrigerator, dresser, tables 1 No No
  • 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.
[read more...]
Gibson house Minefield Model of home, desk, 2 filing cabinets, refrigerator, oven, first aid box, dresser, safe 2 No No
Gillian house Minefield Refrigerator, oven, first aid box, safe, dresser 2 No Yes
  • Home to respawning radroaches.
Benson house Minefield Suitcase, first aid box, oven, 2 dressers, safe 1 No No
Zane house Minefield Toy box, 2 cabinets, 2 first aid boxes, multiple shelves, desk, oven, safe 2 No No
Abandoned tent SatCom Array NN-03d footlocker, 2 ammunition boxes, 1 locker, 3 metal boxes 1 No No
Makeshift Shack Greener Pastures Disposal Site Footlocker, toolbox 1 No -
  • Surrounding area is radioactive.
  • Respawning Wasteland Recluse inside, who may turn hostile.
Vault 92 - - - No Yes
Big Town - - 1 No Yes
  • Pappy is capable of performing very basic repairs, 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.
[read more...]
Super-Duper Mart - 7-8 ammunition boxes, many shelves, metal boxes, first aid box, refrigerators 5 No Yes
  • 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.
Medical camp Germantown police HQ - 15 No Yes
Germantown jail Germantown police HQ - 5 No Yes
  • Can pretend to be a jailor by filling the cells.
Gallo's lair County Sewer Mainline 1 No Yes
  • Unique Nuka-Cola decor.
Vault 101 - - - No No
  • 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.
Abandoned home Grayditch Ammunition box, first aid box, cabinet 1 No No
Abandoned home Grayditch<br,>Marigold Metro Station Oven, cabinet, desk, first aid box 1 No No
West residence Arefu - 2 No No
  • Ian West will continue to live here.
  • After completion of Blood Ties, residents of Arefu will give gifts or provide services.
Pylon shack Arefu<br,>VAPL-58 Power Station 2 ammunition boxes, 1 personal footlocker, 1 first aid box 2 No Yes
  • Buy/sell items and get repairs at Caravan's stop in front of nearby Arefu.
Meresti station Meresti Trainyard<br,>Northwest Seneca Station - 5 Yes Yes/No
  • Home of The Family, who can be eliminated or allowed to stay.
  • Conveniently located near Murphy.
Springvale School - - - No Yes
Vault 106 - - - No Yes
Regulator HQ - - - No No
Arlington house Arlington Cemetery South<br,>Arlington Cemetery North 2 first aid boxes, 2 suitcases, 2 cabinets, 2 dressers, 2 footlockers, 5 metal boxes, safe, trunk, tool cabinet, desk, refrigerator 3 Yes Yes/No
  • The basement contains a shrine to Abraham Lincoln, allowing you to display associated items of your own if they were not sold.
[read more...]
Surgeon's lab Red Racer Factory - 1 No Yes
Washington Monument - Garbage can 1 No No
  • 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.
Citadel - Footlockers, lockers 32 Yes No
Abandoned house Fairfax Ruins - - No -

Abandoned house

Farragut West Station - - No Yes

Tepid Sewer

- 3 footlockers, 3 metal boxes, safe 2 Yes Yes
Talon Company Camp Sewer Waystation

4 footlockers, 3 ammunition boxes, 1 toolbox, 1 dresser, 2 wardrobes

4 No Yes
Fort Independence - - - Yes Yes/No
Warrington Station - - - No Yes
McClellan family townhome Georgetown north<br,>Georgetown south - 2 No No
  • Mister Handy at your service.
The Mechanist's Forge Robot Repair Center 2 footlockers, 4 metal boxes, refrigerator, shelves 1 Yes Yes
  • Unique secret entrance.
National Guard Depot - 1 refrigerator, shelves, 30 metal boxes, 9 ammunition boxes, 1 safe 3 Yes Yes
Ranger Compound - - 3 No No
Dominic and Machete's house Canterbury Commons 2 desks, 2 ammunition boxes, 2 metal boxes, refrigerator, 3 lockers, 2 garbage cans, Nuka-Cola machine, toolbox, 2 gun cabinets, shelves 1 Yes No
  • 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.
Vault 112 Smith Casey's Garage Lockers, safe, desk, tables 1 No No
Pennsylvania Avenue - - - Yes Yes
Abandoned Car Fort - 6 ammunition boxes (5 next to bed, 1 behind sandbag barricade east of bed) 1 No Yes
Smith Casey's Garage - - 1 No Yes
MDPL Mass Relay Station Arefu, Roosevelt Academy 2 ammunition boxes, locked safe, dresser, cabinet, gun cabinet 3 No Yes
  • Raiders here will respawn.
  • Beds are pristine.
  • Items in footlockers may be reset to area defaults, causing you to lose what you stored there.
[read more...]
Sniper shack Rockbreaker's Last Gas Refrigerator, footlocker, 3 ammunition boxes, 3 lockers, safe 1 Yes Yes/No
  • 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.
[read more...]
Abandoned shack (North) Jalbert Brothers Waste Disposal Dresser, oven, refrigerator, shelves 2 No Yes
Abandoned shack (Southwest) Jalbert Brothers Waste Disposal 2 ammunition boxes, oven, dresser, footlocker, shelves 2 No Yes
Abandoned shack (South) Mason Dixon Salvage Footlocker, refrigerator, oven, 3 lockers, 3 ammunition boxes 1 No Yes
  • Super mutant camp with captive
Abandoned shack (North) Mason Dixon Salvage Garbage can, footlocker, ammunition box, first aid box, oven 1 No Yes
  • Skill Books
F. Scott Key Trail & Campground - - - No Yes
  • Deathclaws may inhabit this area.
Mount Mabel Campground Deathclaw Sanctuary 2 ammunition boxes, first aid box 1 No Yes
Evergreen Mills bazaar Evergreen Mills Fridges, ammunition boxes, shelves, lockers. 6 Yes Yes
Guard House Evergreen Mills - 1 No No
Northern Shack Evergreen Mills - 1 Yes Yes
Everglow National Campground - - 1 No Yes
  • Site of a battle between respawning raiders and super mutants.
Hallowed Moors Cemetery - - 3 No Yes
Jury Street Station<br,>Jury Street Tunnels Jury Street Metro Station Toolbox, safe, metal boxes 7 Yes Yes
[read more...]
Drainage chamber Broadcast Tower KB5 Toolbox 1 No No
  • Signal Alfa Lima can be turned on here.
  • Tumblers Today
  • must pick Average locked door
Drainage chamber Relay Tower KX-B8-11 Ammunition box, footlocker 1 No No
  • Signal Oscar Zulu originates here.
  • The two skeletons can be moved. They will not reset to their original location.
Vault 87 reactor chamber Little Lamplight Safe, 3 filing cabinets, suitcase 1 Yes Yes
Dickerson Tabernacle Chapel - 5 ammunition boxes, metal box 7 No Yes
Hotel White House Plaza<br,>Pennsylvania Avenue Desk, footlocker, 2 first aid box, 2 ammunition box 1 No No
  • Brotherhood of Steel Paladin as a roommate, if left alive.
  • Ham Radio
Gold Ribbon Grocers Jury Street Metro Station Metal box, first aid box, cash register 0 Yes No
  • 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)
[read more...]

Housing in Broken Steel

Name Nearest Map Marker (if different from NAME) Secure Containers (Specify Which) # of Beds Workbench? Needs to be cleared of enemies? Notes / Features
Rockland Car Tunnel Dunwich Building 1 refrigerator, 3 gun cabinets, 2 Enclave crates - No No
  • Enclave soldier corpses do not disappear, providing extra storage or decoration options (e.g. cannibal).
  • Xbox 360Icon xbox360.png 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).
[read more...]
Holy Light Monastery - - 3 No No/Yes
  • 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.

Housing in Mothership Zeta

Name Nearest Map Marker (if different from NAME) Secure Containers (Specify Which) # of Beds Workbench? Needs to be cleared of enemies? Notes / Features
Bridge
Engineering Core
Alien Homing Beacon - 1 Yes Yes

Housing in Operation: Anchorage

Name Nearest Map Marker (if different from NAME) Secure Containers (Specify Which) # of Beds Workbench? Needs to be cleared of enemies? Notes / Features
Outcast Outpost - 3 gun cabinets, 2 personal footlockers, 1 tool cabinet, 1 desk, 1 cash register, multiple (4+) first aid boxes, metal boxes, toolboxes, etc. 1 No Yes
  • 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.
[read more...]

Housing in Point Lookout

Name Nearest Map Marker (if different from NAME) Secure Containers (Specify Which) # of Beds Workbench? Needs to be cleared of enemies? Notes / Features
Administration Tent Disaster Relief Outpost 2 ammunition boxes, 2 first aid boxes, desk - No No
  • The two Medical Tents and Marcella's Tent house containers that can be used for additional storage.
[read more...]
Kenny's Cave Herzog Mine Trunk at the foot of the bed 2 No No
  • Kenny is available for tag and hide and seek, though whines if you stop playing.
  • Must share the bed.
[read more...]
Blackhall Manor - - 3 No No
  • 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.
[read more...]
Lighthouse - 3 toolboxes, 1 garbage can, 1 suitcase - No No
  • 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.
[read more...]
Trapper's Shack - - - Yes Yes
  • 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.
[read more...]
Calvert Atrium Calvert Mansion 1 trunk, 1 toolbox, 1 suitcase 1 No No
Chinese Intelligence Bunker Calvert Mansion 16 ammunition boxes, 1 cabinet, 1 tool cabinet, 1 trunk, 2 lockers, 1 toolbox - Yes No
  • 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.
[read more...]
Panic Room Calvert Mansion 2 ammunition boxes, 1 file cabinet, 1 desk, 1 cabinet, 1 suitcase - No No
  • 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.
[read more...]
Homestead Motel Rooms Homestead Motel Trunks, suitcases 3 No Yes/No
  • 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.
[read more...]
Ark & Dove Cathedral - - 2 No -
  • 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.
[read more...]

Housing in The Pitt

Name Nearest Map Marker (if different from NAME) Secure Containers (Specify Which) # of Beds Workbench? Needs to be cleared of enemies? Notes / Features
The Pitt Underground - - 1 No -
  • Can only be used if the player acts on behalf of the Slaves during Free Labor.
Abandoned Apartments Pitt Uptown Safe 3 - Yes
  • One of the apartments has a unique Nuka-Cola Lamp.