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Talk:Fallout 3 player housing

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That's funny, it was marked for deletion while I was wondering what to say for deleting it. Actually, I redirected it to the real article (where about 75% of this one came from) instead of deleting, so the original creator can see, (though to copy it he must have already) that the page already exists, and is in fine condition, thank you very much. --Captain192 02:40, 1 May 2009 (UTC)

Readded the deletion tag, since I see no scenerio in which someone wating to see "concrete treehouse" would search player housing. -DragonJTSLeave me a message 02:42, 1 May 2009 (UTC)

Whoops, didn't know you were still on the talk, sorry if the quick revert seemed rude. Well, I meant for the original author to see what happened as opposed to the "ohtheydeleteditcausetheyregay" kind of thing I've occasionally seen. Point taken, though, might as well delete. I suppose you should do the honors (of re-adding the tag). Lol. --Captain192 02:44, 1 May 2009 (UTC)


Removed the redirect so the deletion tag is visible. --Captain192 02:47, 1 May 2009 (UTC)

Well actually, what I meant by player housing was that some people (like myself)might be tired of their megaton house, or tenpenny tower suite. For the reason I made this is because the "Concrete Treehouse" can be considered a house because really all you need is a bed and a crate. So instead of using the intended houses by the creators, you could use this and many other locations as a "custom" but made into the game, house. --Zyan 03:24, 1 May 2009 (UTC)Zyan

But the same can be said for any such building. arlington house, scavenger hut, etc. -DragonJTSLeave me a message 03:32, 1 May 2009 (UTC)

Arlington House is the perfect example of a location that SHOULD be on this thread. V.A.T.S. addict 03:47, 14 June 2009 (UTC)

But that points to the question if you can sleep in the bed. I know it is a broad topic, however it could prove nice. --Zyan 03:33, 1 May 2009 (UTC)Zyan

Well, at this point let's just see what the sysops think. -DragonJTSLeave me a message 03:35, 1 May 2009 (UTC)

I accidentally clicked the save button before it looked a little bit cleaner. The update that I have now is more efficient, but I am unable to show you due to it being blocked.--Zyan 03:37, 1 May 2009 (UTC)Zyan

It can still be edited with the tag there, jsut so long as it;'s not deleted. -DragonJTSLeave me a message 03:40, 1 May 2009 (UTC)

Alright I got it up, sorry I'm pretty new to this. (Just started today as a matter a fact.)--Zyan 03:42, 1 May 2009 (UTC)Zyan

Removed the deletion tag, since the new article actually works out. It might helpt to mention whether or not the areas have safe (non-respawing) storage. -DragonJTSLeave me a message 03:43, 1 May 2009 (UTC)

Okay will do. Thanks! --Zyan 03:45, 1 May 2009 (UTC)Zyan

Now for a sysop verdict ;) I have nothing against the article in general, it could prove useful. However, there should be less repeated content from the actual location pages; it's better to simply link to the location articles with e.g.

Main article: Concrete Treehouse

Reason for this being that otherwise it'll just end up being a mess with some people adding observations about the locations here instead of the article where they belong. The infoboxes shouldn't be here either for the same reason. -- Porter21 (talk) 06:10, 1 May 2009 (UTC)

Sniper Shack and Grisly Diner

I've noticed that these two locations might also be used. I'm a little skeptical of the Grisly Diner (it might be a respawn point). And if it helps, the Sniper Shack is a random encounter location (I've run into a the Talon Co. there multiple times). --Naldoxcore 03:02, 26 May 2009 (UTC)

there are many other locations that ive used. i like the national guard armory and ive used grandma sparkles shack but there is not useable bed in there(because your trespassing even if shes dead)Magmadar 05:30, 31 May 2009 (UTC)

I prefer the Grisly Diner over any other location due to it being directly at a spawn point and not having an "inside" that requires an additional loading screen. It has several containers which can be made safe by using the console "setownership." And since its likely that the raiders will eventually respawn, I've set up mines all around the Diner. --Fenix Kage 22:59, November 3, 2009 (UTC)

About Washington Monument

It definitely isn't safe, at the beginning it is but for higher levels(over 15) like me it is too dangerous. I fast traveled there and two super mutants randomly appeared at the same spot as me at the entrance. And then there was a whole bunch of super mutant brutes in the background that started shooting at me and all the BOS there. So, I'm going to put that it's dangerous for high level characters.

It's a good thing you mention this but if you did the followers glitch, you can park Fawkes (make him wait) right outside.

True. We could mention that... Insane Survivor 19:21, 8 June 2009 (UTC)

More links to this page needed

There are TONS of alternative safehouses and we need to make sure that this page is linked in the various topics. I started with my addition of the National Guard Depot/Bunker. V.A.T.S. addict 05:56, 13 June 2009 (UTC)


I have put a Cleanup tag on this topic because I think things like tents and SatCom towers are really lame safehouses and maybe should be removed from the topic. Things like the super cool Mechanist's secret lair, National Guard Bunker etc. should be highlighted here and not TENTS. Just my opinion. V.A.T.S. addict 06:07, 13 June 2009 (UTC)

Abandoned Tent FTW, JERK.

Yes, yes...I understand. But seeing as this is a fan-made wikia quality doesn't really matter here. Well it does, but we must count everything. The tents, Satcoms, every fucking thing. We need to provide more info, but seeing as quality is the matter here some cleanup should take place. I'm not saying get rid of stuff but improve it, not just edit it a little and make it look like shit. You know what I'm saying? 06:19, 13 June 2009 (UTC)Insane Survivor

It's true, I do see where you're coming from. But I'm just wondering, what do you propose we should cleanup? Some of the articles are kinda crappy, but some are fine. I'll try to clean them up, but which ones do you want me to do most? Like which ones REALLY bother you that much? I think the citadel one could use some work but hey that's my opinion. 17:43, 13 June 2009 (UTC) Zyan

Idk, I don't have time to edit so it's up to you. Sorry... Insane Survivor 18:09, 13 June 2009 (UTC)

If it was up to me I would delete these tents. But it doesn't seem we have a consensus on that. I added the Mechanist's Forge and National Guard Bunker/Armory to the article (giving us the "East" sub topic :D). I think Fort Constantine definitely needs to be deleted as it has no usable bed. We even list that as one of the "requirements" for non-ownable player housing.

I have, however, removed the Cleanup tag.V.A.T.S. addict 21:22, 13 June 2009 (UTC)

You could add Friendship Heights. When you fast travel there, it places you in front of a raider outpost. The outpost has benches, small round tales, chairs, two bars (one with a radio on it that plays GNR), one counter that has two med kits, two ammo crates, and four shelves. There's also a tent that has two bunk beds in it and a small round table with chairs. The outpost is covered by the thin sheets they often have and has only one entrance into the main area and so far for me: no spawns or random encounters. Of course, you do have to clear out the raiders first, and for some reason their bodies won't dissapear for me, but you can always just throw them down the train station steps. One of my favorite places. Oh, the beds can be safely slept in, but the ammo crates I'm unsure if they can be safely used for storage. They can so far for me though. Btw, I'm new here. I don't really have an account or soemthing. 19:05, 16 June 2009 (UTC) Luigi

I'll visit that location and see what's what. It's too bad your not comfortable with wiki editing as it seems you have most of the bases covered already. My son took the 360 on vacation so it will be next week sometime when I'll be able to get back on FO3 and add point lookout housing and explore Friendship Heights. For now I just have the CPU so I'm fiddling with FO1 and it's articles. V.A.T.S. addict 03:23, 28 June 2009 (UTC)

It seems like a couple of the locations go against the requirements for being a house. The bombed out church and Five Axles rest stop are listed as not having any containers along with being enemy spawns. Unless someone puts up that its safe to drop things in the area without then disappearing I don't think these places should be listed as all they are, are beds in the middle of nowhere.--Moltenfungus 05:30, 28 June 2009 (UTC)

Ya, i've been meaning to do a cleanup of this page. and givemn the current attention it's gotten, there's no time like the present, though no enemies spawn isn't a requirment. all it really need is a bed 9for health) and safe container (for putting your junk away) 14:31, 28 June 2009 (UTC)

We need some people to leave items in the various advertised "safehouse" storage and then check back on it in a few game days/weeks. I've only seen a handful of comments actually related to item disappearance regarding these sites. I'll leave some stuff in the Arlington House, the Depot, and the Forge when I get my XBOX back (lol). V.A.T.S. addict 16:11, 28 June 2009 (UTC)

Cleaned up after recent horrible edits. Please stick to the format that is quite obvious in the article or else change EVERY thing to match your "new improved format". I don't even think the Pros & Cons subheadings are needed. Everything can be just as cleanly/easily bulleted with out all those extra 1.1 etc subheadings. V.A.T.S. addict 21:42, 7 July 2009 (UTC)

Point Lookout?

Anyone know if there are some suitable places in PL at all? Personally I think that I'd crap my pants walking out the door because a' all the spawns. I do suppose you could use that lab under the light house; cozy enough I guess... Let me know what you guys think! --User:Zyan71.196.144.139 02:53, 28 June 2009 (UTC)

I hear Kenny's Cave is safe. Also, the USS Ozymandias, but that's my ship. Just doing my job. 02:56, 28 June 2009 (UTC)

Ack, now I'm wondering about the Panic Room... What exactly is the amount of time that must pass for the inventory of something to be cleared? Just doing my job. 04:26, 28 June 2009 (UTC)

Blackhall Manor is safe. To leave stuff in Kenny's Cave you have to pass a speech check or find Kenny-Bear farther in the tunnels.--Moltenfungus 04:42, 28 June 2009 (UTC)

Or have Child at Heart. I think I'll follow Grizzly's example and take the Panic Room, and the Ozymandias is irradiated. Just doing my job. 04:44, 28 June 2009 (UTC)

I much prefer Blackhall Manor. The Panic room serves the job of storing items but just seems a bit crampt, and doesn't even have a bed if I remember correctly. I believe the rooms at the motel are another safe place to store items, and there aren't many enemy spawns around there, except for a few dogs.--Moltenfungus 04:52, 28 June 2009 (UTC)

Yeah, the Panic Room is cramped, but that Motel is baaaad mojo. Just doing my job. 04:55, 28 June 2009 (UTC)

Welcome to the Homestead Motel! Favorite resting sight of communist spys, child serial killers and shotgun shootouts! Come stay the night...IF YOU DARE!--Moltenfungus 05:02, 28 June 2009 (UTC)

Ozy has no working bed. Lab has no bed I think. Panic room has no bed. I think the only ones that work are the mine, the manor, and possible some of the shacks (trapper, grower, detention camp) --DragonJTSLeave me a message 05:12, 28 June 2009 (UTC)

I discovered numerous "safehouse" type locations in playing Point Lookout yesterday.

  1. The Motel - it's kinda gross tho and I don't think there is a workbench. No word on item stability as of yet.
  2. The combination of the old Greenhouse and Chinese Bunker next to Calvert Mansion. I like this site particularly because the bunker is so cool. The ammo storage containers are epic, there is a workbench and the makeshift bedding up top in the greenhouse makes this a really cool spot. No word yet on item stability.
  3. Turtledove Detention Camp? No idea about respawns here (would be bad if reavers respawned). But cool safehouse compound. ICR if there is a workbench in the compound.
  4. Trapper's Shack - This is such a cool location. It has a workbench, and swanky secret underground prison for Ghouls and the like. Is spawning an issue here?

I'll add these later when I have more comprehensive info on them (unless somebody else wants to do it for me). Random Scaliwag 17:44, 3 July 2009 (UTC)

Kenny's Cave is REALLY SWEET. You can play games with Kenny and even get the well rested effect after you find his bear. Is this the only location besides Tenpenny and My Megaton that grants XP bonus after sleep?

Also, the Point Lookout locations are kinda bad in general, as I don't see really revisiting Point Lookout anytime soon (after beating the DLC). V.A.T.S. addict 21:39, 7 July 2009 (UTC)

Room 1D in The Homestead Motel is awesome! -FalloutFreek

Need info on the following areas

Doing a clean up, since most of the location listed don't meet the requirments. So if any one know, does the:
Tabernacle have containers
Satcom shack have a bed
washington monument have bed/containers
treehouse have a bed
abondanded house have a bed
wasteland tent have a bed/storage
car fort have a bed
either pitt locations have beds?
--DragonJTSLeave me a message 14:41, 28 June 2009 (UTC)

I can check those sites sometime today but some of them I know about for sure.
Satcom shack does have a bed.
Washington monument has a bed.
treehouse has a bed.
wasteland tent has a bed and several containers.
Abandoned car fort has a bed and container, might have multiple containers. --Moltenfungus 16:16, 28 June 2009 (UTC)

And the monument has no container :(. The tabernacle had beds and containers though :) --DragonJTSLeave me a message 16:38, 28 June 2009 (UTC)

Talon Company Outpost

I just discovered this location on my way to Point Lookout.

Main article: Talon Company Outpost

This area seems cool as it has a bed, a sink, a decent amount of storage and a workbench. However I have no idea about respawning enemies here and disappearance of items. V.A.T.S. addict 22:34, 2 July 2009 (UTC)

  • I put Vengeance, Jack, and a Missile Launcher in the safe. I'll see if the stuff is there after Point Lookout. V.A.T.S. addict 22:51, 2 July 2009 (UTC)

I checked it out after clearing the place and the Talon Company Mercs and Sentry Bot respawned.

Yeah, the Talon Company Outpost really is a bad choice for a "safe"house. Respawning raiders are one thing, but 5 respawning Talon Mercs and a respawning Sentry Bot is another thing entirely. Might as well shack up in Old Olney. Some Sort 09:21, 26 July 2009 (UTC)

Operation Anchorage

I think the OA subsection should be deleted as the housing is actually in the Capital Wasteland and there is no point having a safehouse in a simulation. Obviously the bulleted points would mention OA etc. Anyone agree the Outcast Outpost should be moved up to the main list? Same with Holy Light Monastery - this location is in the CW. If one were listing locations that are actually off the CW map (like something in Adams Air Force Base for example) then it would seem they belong in their own subsection (like Kenny's Cave in Point Lookout). If I don't get any objection in the next little while I will probably make these changes. V.A.T.S. addict 21:48, 7 July 2009 (UTC)

Sounds good to me. Spoon 21:50, 7 July 2009 (UTC)

Moved the Outcast Outpost from the O:A subsection into the South Housing subsection. Some Sort 09:31, 26 July 2009 (UTC)

Did the Holy Light Monastery, too, while I was at it. Some Sort 09:36, 26 July 2009 (UTC)

Kenny's Cave

Should we categorize this as "ownable"? I mean you get permission to stay there and get Well Rested effect in the bed. V.A.T.S. addict 21:52, 7 July 2009 (UTC)

I would count as ownable, as it essentially becomes your house, as you need to perform a task to get it. Spoon 21:54, 7 July 2009 (UTC)

Farragut West Metro Station

I was wondering if Farragut West Station should be added. It has a room with a bed, a LOCKABLE safe, and a terminal (used to lock the safe). Its also ammusing because theres a fenced area with feral ghouls locked in it. They cant get out unless you unlock it, so its funny to watch them run around trying to find a way out.--Chipgambino 22:40, 9 July 2009 (UTC)

That sounds really great. I love the idea of a lockable safe. Is there any other location with a safe like that? Also cool is the caged ghouls. That's what I liked so much about Trapper's Shack in Point Lookout. I am again without the XBOX for a week though and will revert to FO and FO2 editing. So I won't be the one adding the listing to the article. V.A.T.S. addict 00:02, 10 July 2009 (UTC)
Its the only location in Fallout 3 I know of with a lockable safe. By the way, dont pick the lock. Use the terminal to unlock th safe. I dont know if it will lock again if you pick it.--Chipgambino 01:20, 10 July 2009 (UTC)
Although the lockable safe is more fun than function, since NPCs are capable of ignoring any locked container with ease. Still a neat feature. Some Sort 09:32, 26 July 2009 (UTC)

West house in Arefu

Once I had Ian return to Arefu from the Family, I used his house to sleep / store goods in the dresser. I didn't see that listed here.

Yup. Bed goes green after the Blood Ties mission is complete. Cool spot. V.A.T.S. addict 22:25, 31 July 2009 (UTC)

Major Cleanup

Did some major cleanup of the article. I removed the "pro" and "con" sections since they added a bunch of clutter and because most people are intelligent enough to figure for themselves what's a pro and what's a con. I also got rid of the empty lines between all of the bullet points so that you can edit the page without having to scroll for an hour to get from one section to another. Sorted the housing by actual physical location instead of by which DLC it got added in (i.e. all housing that is physically in the Capital Wasteland is listed in the appropriate Capital Wasteland section). I'd really like to get something vaguely resembling objectivity into the article by adding some sort of metrics (i.e. proximity to a fast travel location, number of safe containers, ease of initially clearing, threat of enemy respawn) while still leaving room for subjective elements like ability to use Glowing Ones as a night light, but I'm afraid that's a project for another evening. Some Sort 10:08, 26 July 2009 (UTC)

Oh, I also removed The Haven from the list, since it lacks the most basic criteria for player housing- an unowned bed- and I added Kenny's Cave to the ownable housing list since it grants a Well Rested bonus when you sleep there. Whew. Some Sort 10:15, 26 July 2009 (UTC)

It's nice to have help with this article. Good work from what I can tell. I like the removal of Pros and Cons, the addition of Kenny's Cave and the move of DLC added locations in the CW to the CW section. V.A.T.S. addict 22:28, 31 July 2009 (UTC)

I think there needs to be comments about "safe" storage for each site if possible, as its now listed that "safe" storage is a MUST requirement. V.A.T.S. addict 13:55, 7 August 2009 (UTC)

Wilhelm's Wharf

Someone should check out the Scavenger's Dock near Wilhelm's Wharf. There's a sleepable bed under a boat and some containers all around. Could someone see if the containers are "safe"? Mirelurks may be a problem... 04:41, 30 July 2009 (UTC)

I live in Wilhelms, and its great. However there is a respawning encounter nearby of a fight between raiders and muties.


Minefield is like a Fallout 3 Player Housing Neighborhood. I can't believe it's not on the list. It has like 3 houses with beds, including a Queen Sized. I'll try to update the article with this area. V.A.T.S. addict 22:33, 31 July 2009 (UTC)

I agree, Minefield should be added as possible housing. You've got several houses to choose from, and tons of room for storage. The drawbacks of course will be all the mines which some might be hard to see in the grassy areas, and Arkansas the sniper will have to be dealed with if you want to try and live their comfortably. Even if you feel like you might want to practice sneaking, Arkansas can shoot the cars without even seeing you making a pretty big problem.--Moltenfungus 15:53, 1 August 2009 (UTC)

Something about Minefield creeps me out... :[--Warped Mind 03:27, 2 August 2009 (UTC)

Added to the article :D. Should I change it from Northern to Central? V.A.T.S. addict 21:44, 7 August 2009 (UTC)

Captain's Quarters?

Is the captain's Quarters in Mothership Zeta livable? I havn't played the game myself and read that it can. So i assume there's a bed? The Mercenary

I don't know about the Captain's Quarters (don't think so because it has a stasis chamber instead of a bed), but the Engineering Core is. There's a bed, a make-shift bed of cardboard, and containers all over the area. I have read on pages for Mothership Zeta that at least one of them is safe.

Ranger Compound

The HQ of Reilly's Rangers has a bed, several containers, and a storage room with shelves. I think it would be perfect.--Warped Mind 17:20, 4 August 2009 (UTC)

Gotta point. You can store stuff in it and you have your own bed, and it's fast travel. But it's kinda...cramped. Really cramped if you have partners. (Especially Fawkes or Seargent RL-3) The Mercenary

Dominic and Machete's House

There's a non-owned bunk bed and some containers here. It also has a workbench and a Nuka-Cola Machine.--Warped Mind 18:23, 5 August 2009 (UTC)

Where is this? V.A.T.S. addict 17:27, 7 August 2009 (UTC)

In Canterbury Commons. It's the house that can be entered through a garage door. Uncle Roe's place has a bed, and so does the diner across the street.--Warped Mind 23:04, 7 August 2009 (UTC)

Nuka-Cola Machine is not safe, Quantums go poof.--Warped Mind 13:46, 8 August 2009 (UTC)

Storage is pretty safe, I've been using every container except for the filing cabinets and the desk on the right for two in-game weeks now.--Warped Mind 21:18, 8 August 2009 (UTC)

Weatherly Hotel

Added to ownable housing as it's yours and grants "Well Rested" permanently after paying the "rental" fee. V.A.T.S. addict 17:27, 7 August 2009 (UTC)

This is due to a bug in Very Weatherly's script - though it usually remains under the player's ownership for the duration of the game, on occasion the script runs successfully resulting in another payment having to be made. Though not a major problem in itself (though it seems some people have reported the loss of items - I'm not convinced that the problem is related, however) it is incorrect to say it's ownable housing: it's a rentable room. --Vometia 11:48, September 17, 2009 (UTC)

Question about the Radiation King T.V store in NW Georgetown

Alright, so I've set up like 4 different homes using a variety of techniques, and a friend suggested the Radiation King T.V store... So I head over there, and I enter the place. It's got 3 radios (2 for Three Dog, 1 for Enclave) a desk with good MISC items on it, filing cabinets for storage (it is safe) , and those little black boxes hooked up to lights. Plenty of T.Vs of course, good shelving under the 3 radios, a HAM radio next to the shelving, a bathroom, and a scavenger. Its small, but convenient. When I killed the Scavenger there, I wanted to see if I could use the bed. It was red, and then I read on here, that the beds may convert to unowned. Does anyone know if this bed will change? And approximately how long would it take? AgentSergei 18:10, 7 August 2009 (UTC)

Beads converting to unowned is listed on the Resting page . We really should get an exact amount of time it takes for the bed to convert put up on this page or at lest on the page about resting.--Moltenfungus 04:37, 8 August 2009 (UTC)

As far as I know, no beds convert when their owner is killed. I've killes the scavenger at Luckys, Radiation King, the shack outside Arefu, and the broken satellite dish. None of the beds convert to unowned. Its actually pretty hard to find descent housing in Fallout 3.--Chipgambino 05:46, 8 August 2009 (UTC)

Lincoln Memorial Tents

After you complete Head of State, you can use Simone's tent for a bed.. I haven't checked the others yet and it is safe to store items there. This location is directly at a Fast Travel point. You have plenty of company, and if isn't safe (I waited for a period of three weeks away from there) you can always use the little room where you first meet Leroy. AgentSergei 19:17, 7 August 2009 (UTC)

Caleb's tent is safe has a free bed, and Simone actually sleeps in his tent, which means that her tent is all yours! The Refugee Tent that Hannibal is in also is has a free bed and its safe to store items there too! AgentSergei 19:17, 7 August 2009 (UTC)

Labeling & Linking for Searching

Just a couple thoughts. I keep needing to search for this page when I want to refer to it. Anyone else have this problem? This page could use some additional linking. Linking or redirecting from pages that contain the root word 'house' or 'residence' as the main subject would help users find this page more easily, which would also increase contributors. When I'm looking for a house I type 'house', or 'houses' not usually 'housing'. Also, since 'unofficial houses' are not owned, perhaps using the title 'Squatting'[As in to settle on or occupy property, esp. otherwise unoccupied property, without any title, right, or payment of rent] or 'Squatting Stratagies' may be more accurate. 05:31, 8 August 2009 (UTC)

Takoma Park

There's a small tent in the Takoma Park area that has a bed and 4 containers. I had previously encountered Super Mutants here but they don't seem to respawn. Also, if you go through the ruined building at the end of the street, the cliff overlooking Takoma Park Industrial is a great place to snipe Super Mutants and respawning Talon Company Mercs.--Warped Mind 05:40, 8 August 2009 (UTC)

Inclusion Criteria & What To Note

IMO; a bed, a safe container for storage, its own map maker, and free of hazards should be the bare minimum, but all the below tend to factor in. Often simply how close a bed and safe containers are to the door or the appearance point when fast traveling are most valued.

  • BED(s)(convenient to the door?): How many, and where.
  • CONTAINER(s)(convenient to the door?): Should list how many safe ones, type of(ammo, first aid, whatever), location of, and the number of respawning ones(for looting).
  • WORKBENCH(Y/N): Does the location have a workbench?.
  • LOCATION: General region of the wasteland where found.
  • MAP MARKER(Y/N): Does the location have its own map marker? Meaning if you fast travel do you appear in front of the location? If not where is the nearest and convenient one.
  • INDOORS(Y/N): Do you pass through a loading screen to access it.
  • LOOT(Y/N): What useful one time pick ups are found there.
  • UNIQUE FEATURE(Y/N): Sniper points, vistas, size, flavor style...
  • VACANT(Y/N): Is it ready to be moved into? or do the current tenents(raiders, ghouls, mutants...) need to be evicted first.
  • RANDOM ENCOUNTER(Y/N): Is the location centered at a random encounter point, or within the detection range of one. What Kinds?
  • SAFE(Y/N): If an interior location, do the the original tenants respawn? If an outdoors location, do enemies spawn at or near it?
  • SUMMARY: Is it a useful place? How long can it and should it be used, and why? Is it a good base for only a single quest? Does it become obsolete or in-accessible at some point?

I'm not a big fan of the ideal of listing outdoor locations as houses(housing), though I see how leaving weapon and item stashes in strategic locations is useful. Its Just that camping near random spawn points can be dangerous and equipment left out in the open(and inside unowned containers) can get picked through by some spawned NPCs and enemies. To me a house should have an interior load location for more reasons than safety. Another, reason is system load. When too many things are dropped in a single map cell the game can get twitchy(That may be why objects in game fly away into the air sometimes. When they reach the map cell boundary they disappear from the game). As far as containers go, I'd rather not 'risk all my eggs in one basket' either. I don't know what the upper limit is for storage, so i like places with at least two or three safe storage containers. 07:41, 8 August 2009 (UTC)

Agreed. Multiple containers not only make things easier to sort, but save your bacon if something goes hideously wrong. Which reminds me, I should gather a bunch of junk items and start testing the now-deserted Paradise Falls. There's literally dozens of containers there, and the slavers don't respawn... -- 21:01, 8 August 2009 (UTC)

Paradise Falls

Well... I ran the tests I mentioned above (placed a single specific object in certain containers, then left the town area, fast traveled to Megaton, went to my house and rested 76 hours - twice). Apparently, a good part of Paradise Falls's containers do not respawn, which makes sense since they are marked owned (red) and the owners are all dead.

Confirmed 'safe' containers are all three in Eulogy's pad (dressers and the safe), the two refrigerators in the food court area, the chem and med supply containers as well as the locker near the bed in Cutter's clinic, all ammo crates and the shop supply locker in Lock & Load, and the toolbox and locker downstairs in Lock & Load. I haven't tried the slaver barracks at all because there's a mess of body parts there, and it's too much of a hassle. -- 22:51, 8 August 2009 (UTC)

Warrington Station

Alright, you guys remember the rooms where you could choose to kill Roy Phillips or talk to him? Well, I killed them, and after I got into decorating houses and setting them up as bases, I decided to check out Warrington Station. It has a loading screen, but a short walk to it, a few traps if I remember correctly, 3/6 beds that are there are Free, and it has plenty of storage. It does not have a workbench, and most containers are safe (watch out for the ammo box by the two beds next to each other.) Ghouls in the metro and any other enemy do not respawn, there are no unique weapons/armor here. Enemies do not spawn near the entrance to the station usually, those that do, might be Deathclaws, Yao Guai and Radscorpions. It may feel like it is obsolete, but it can be a good place to haul loot especially if you do not have the Tenpenny Tower Suite and need a place to drop some stuff off. It is a relatively quiet and remote location, the rocky outcroppings surrounding the station itself, can make good sniper posts for attacking enemies that can spawn. Inside the nearby Lucky's, is a scavenger who will trade with you. His store has a large variety in items. 23:12, 8 August 2009 (UTC)

Mothership Zeta Ownable Housing?

I put the Mothership from the add-on Mothership Zeta under non-ownable housing. Is this correct or would you consider the mothership ownable housing, seeing as you are made the captain?

If it grants Well Rested then it can be counted as "ownable housing" IMO. V.A.T.S. addict 05:18, 9 August 2009 (UTC)

All there is, is a makeshift bed in engineering not hard to get to but doesn't give the "Well Rested" bonus.--Spartanac911 05:41, 12 August 2009 (UTC)

Actually after the final core is destroyed a much nicer bed is spawned in the upper level near the teleporter to the observation deck, whether or not this bed gives the well rested bonus is as of yet, untested.

I am removing Zeta from ownable housing. When I or others can verify the well rested I will add it. V.A.T.S. addict 14:17, 12 August 2009 (UTC)

Three More Possible Locations

First of all, the Jefferson Memorial sub-basement. There are several beds and footlockers. Then there's the McClellan Family Townhome in the Georgetown area that has beds, an oven and refrigerator for storage, and a Mister Handy that you can control with a terminal. Last and most certainly least, Mount Mabel Campground. In one of the trailers is a bed and a couple of first aid and ammunition boxes.--Warped Mind 01:21, 10 August 2009 (UTC)

I edited your thing and inserted the 'Main Article' nothing else. Good thought on that place. AgentSergei 15:56, 13 August 2009 (UTC)

May Be a Silly Question but About Converting Beds...

Is it possible that a bed will convert only if its owner has attacked you and not vice versa? I just thought about setting up Pinkerton's Lab as a base, and it has practically everything, including a workbench, but only an owned bed... Is there a free one nearby or will killing him make it eventually convert?

Unfortunately I asked the same thing and no one seems to know.. Maybe someone with the G.E.C.K can tell us. AgentSergei 15:57, 13 August 2009 (UTC)

Safe houses

I am trying to make a neutral karma PC so I don't want to disarm the bomb or blow up Megaton so I want a safe house that has the following.

1. A usable bed.

2. SAFE containers that I can store my items in that will not re-spawn.

3. No re-spawning enemies nearby.

4. Preferably a map marker but that is not a must have.

5. It must not be cluttered (cramped, dead bodies, overturned objects).

6. I would prefer it to be an interior but this is also not a must have. --Con230 18:21, 14 August 2009 (UTC)

Arlington House is your answer. Fiedoggist High Priest 18:23, 14 August 2009 (UTC)

Weatherly Hotel Room works well and grants Well Rested. V.A.T.S. addict 19:09, 20 August 2009 (UTC)

Sewer waystation there is a ghoul in their with a substantial Nuka Cola collection most if not all containers are safe, fast travel point, free bed, nice misc items, storage closet however as far as I remember there is no workbench. 20:14, June 15, 2010 (UTC)

National Guard Depot

I have been wondering about this place because it's safe but I'm not sure if my gear will disappear if I levae it there.

Broadcast Tower KT8 and Outpost

Tower KT8's Drainage Chamber has a bed and a toolbox for storage. Deathclaws may follow you in though... Also there's an Outpost Southwest of Grayditch with three hostile ghoul inhabitants and a caged Super Mutant. He doesn't seem to stay caged, and no sign of respawning. A few beds and containers.--Warped Mind 17:43, 20 August 2009 (UTC) The super mutant respawns, just so you know.


Is this page long enuff for an archival? V.A.T.S. addict 23:46, 27 August 2009 (UTC)

Homestead motel Room 1G?

Wouldn't be possible to live in this room? Because it has a bed, and at least one of the two skeletons has a suitcase in his hands that could be used for storage. Anyone confirmed this?

Enclave Crawler

Hey, you don't necessarily have to destroy the crawler yet do you? It has a workbench and a bed, science labs, medical areas and an armory and a whole bunch of other things. If you choose not to finish Who Dares Wins, then its basically your super home right?

The Pitt

While the Pitt is a bit of a quick DLC, there could be expansion/revision of the "housing" status. Midea's room could be added as there are file cabinets and a bed (it's also one of the few early places to heal if your causing trouble). There are also abandoned apartment buildings in "uptown" and the open air slaver barracks.

V.A.T.S. addict 15:10, September 10, 2009 (UTC)

Leaving items lying around

So, I want to decorate some of my safehouses with guns, skulls and all kinds of other crap, but what I'm wondering is if they will disappear after a while. I can't test this yet since a friend is borrowing my copy of the game until Saturday, so I wanted to know if anyone here has the answer.

Farragut West Station is your answer. It has a free bed, and you can leave items lying around.--Chipgambino 23:42, December 8, 2009 (UTC)'

I'm pretty sure Farragut is an entirely non-respawning interior. I'm using it as a safehouse this time around and I have a bunch of stuff I've painstakingly organized on the shelves. Even non-inventory items like telephones, lamps and traffic cones seem to stay where I leave them after the cell should have reset. By contrast, I recall a wooden crate in my Megaton house that would jump back onto its shelf and disrupt my gear every now and then. The Commonwealth 19:32, March 28, 2010 (UTC)

Engineering Core Aliens

I think mothership zeta should be removed completely from the housing page, since aliens respawn in the Engineering Core, and the capains quarters are a joke, you cant live there. If somebody has an idea how to remove the aliens from the core in xbox, i'd be pleased to hear it. EDIT: I found a solution. Metal boxes and mines. Items do not respawn in the Engineering Core, so everything you put somewhere, will stay there. You can easily build a wall with these metal crates, there are plenty if it. A pile seem enough, but its better to stack them, on the bridge from the center to the cyro labs. Additional mines prevent aliens who glitched through the wall from running into the bed area.

Yao Guai Tunnels

1 bed, many containers, don't know if they are safe. If you have the Animal Friend Perk they make good guardians too. Map marker is convenient too.

Is the rest of Tenpenny Tower safe?

Ive cleared out everyone in tenpenny tower and im wondering if its safe to put items in rooms other than your apartment? that would be pretty cool if you could because you would basically have a mansion to yourself.

Vault 112 is a Preferable Player Housing Location

Complete with 3 rooms that can be used for storage, it seems to be perfect! No items disappear when dropped and left alone, it has a room with a "lockable" door (via computer next to it), many, many locker's and a bed is in Smith Casey's Garage, which can also be part of your house. To all players who require good, reliable player housing, it is recommended to use this location. Of course, if you are a low level player, be careful! A military checkpoint up the road, just far enough away so the Sentry Bot guarding it won't see you, has a Sentry Bot guarding it. Up the road, there is a truck with Metal Boxes on the back of it, a tent with Metal Boxes also, a Laser Rifle, a few Ammo Crates and a bed. This also is a location for spawning Yao Guai, Mole Rats, sometimes a passing Outcast Patrol and Robobrains. Attempting to clean up the garage part of Vault 112 is futile, as the skeleton on the bed is scripted to stay there, so every time you leave/reload the cell, it will appear back.-AreYouGoingToEatThatNuke?

Talon company camp

I've been using this place as my character's home for quite awhile and its not placed on the un-owned houses article. Its a pretty cool spot because you can decorate the place with items collected from the wasteland and they'll stay, all the storages are 100% safe to leave your items, and their are 4 free beds too. There are 3 talon mercs, but once you take care of them they don't respawn. The area is sw from sewer waystation. Not to be mistaken for the talon company base near arlington libary. That place is a poor choice as a house because the hostile mercs respawn and the storages are not safe.

Fort Independence

Did you know that if you shoot your way in sometimes Casdin, Defender Rockfowl, and Defender Morgan might respawn and you have to beat them again at some point (3 day later?) thought you might want to know. Or is this just me.RyanWolfe 04:03, January 20, 2010 (UTC)

converting to table format

I've created a table for the non-ownable housing section. The add-ons still need to be either incorporated or made separate tables for their own sub-sections. Much of the table info still needs filling in. I eradicated the grouping by general direction in the wasteland, but I haven't replaced it with any other order. Perhaps alphabetized is the best way to go?

This is mostly to replace the previous opinion-laden content with some objective info.--Gothemasticator 23:56, January 24, 2010 (UTC)

Add-ons are now converted to table also. Main thing now is to add info to cells.--Gothemasticator 03:54, January 25, 2010 (UTC)

Should maybe get rid of the usable bed column as having a usable bed was one of the prerequisites for being classified as "fallout 3 player housing". V.A.T.S. addict 14:30, March 16, 2010 (UTC)

also table columns need to be thinner - the workbench and needs to be cleared ones are way too wide. If these are thinner I/we can add a column entitled "unique aspects" which is definitely missing from this new table version. V.A.T.S. addict 14:45, March 16, 2010 (UTC)
Yo VATS, I slimmed those down a bit. We can definitely shave some more width off of the enemies column with the addition of unique aspects or pros/cons as you suggested -- the relevant notes (respawns, pet roaches, etc.) can just get moved once we implement that. Let me know if you need anything specific from me moving forward. The Commonwealth 04:14, March 17, 2010 (UTC)
Looks better. I like the notes section. V.A.T.S. addict 18:30, March 23, 2010 (UTC)
I converted the main table to column width percentages instead of fixed widths. See if you like it.--Gothemasticator 21:06, March 23, 2010 (UTC)
Hell yeah, I think that was a good call. Well played. The Commonwealth 00:52, March 24, 2010 (UTC)

Using the Mesmetron glitch to make "Raider-Friendly" Areas.

Just thought, maybe a section (seperate table) could be added about areas you can make safe (Albeit with some friendly Raiders as roommates) using the Mesmetron glitch, the glitch where you can make raiders friendly the next time you spawn, it's on the Mesmetron page, sorry I don't know how to post links. So, for instance, the Raid Shack and MDPL Mass Relay Station (speaking of which, I can confirm that for me also all generic Raiders [Not Torcher] respawn here, making it not a safe potential Housing.) which have respawning hostile Raiders originally can be made safe using the Mesmetron glitch, so you'll have a few roomates you can use for company or reverse-pickpocket armour on them.

Sherl0ck Holmes 18:18, February 9, 2010 (UTC)

Recent edit mess

During what appears to be a removal of pros and cons and addition/removal of table format, it appears that many established housing locations (i.e. Gallo's, Georgetown Townhome, Calvert Mansion, and others) have been removed. I'll try to add them back in, but I am considering just reverting the page back a few weeks V.A.T.S. addict 01:56, February 22, 2010 (UTC)

  • Just tried to edit. Seems pretty jacked. I don't understand how to edit the main anymore. Oh Well. I can still see Trapper's Shack, Gallo's etc. in the edit but not in the final version. V.A.T.S. addict 03:53, February 22, 2010 (UTC)

Table, KT8, Etc.

I definitely intend to do a little research so we can try to flesh out this table a little more. Seems like a worthy cause. But before that, I have two questions I was hoping a more experienced Vault dweller might be able to answer. Firstly, in regards to the table, would it be worth it to add some kind of column where we could note whether or not dropped items disappear during cell resets? I know a lot of players (myself included) like to decorate their homes by displaying unique weapons and what have you on their shelves and desks, so it might be valuable information. Second, the Signal Sierra Romeo page mentions that KT8's Drainage Bunker can be "owned." Does anyone know if this is somehow confirmed by the G.E.C.K., or if there's somewhere I can find some more information on the supposed glitch involved? It'd much appreciated. The Commonwealth 21:04, March 3, 2010 (UTC)

Jury Street Metro and Tunnels

This areas seems to be a good place to live due to multiple beds, containers, the Wonder Mole Rat Meat Machine, pets, and a workbench at the entrance of the metro. I am currently living there and I was curious to what any of you may think. Vash the Stampede 21:20, March 23, 2010 (UTC)

I'll check it out. I've never seen the mole rat meat machine. If the spot has sleepable beds and storage tho just add it. V.A.T.S. addict 23:09, March 23, 2010 (UTC)
Definitely a good location. Would it be worth it to split the Station and the Tunnels into two rows? They both make pretty good stand-alone homes, even though you don't really get one without the other. The Commonwealth 19:34, March 28, 2010 (UTC)

I thought of that too but look at all of the other houses. Many of them have different sections to them that could be homes in their own right buy they are all listed under one name. It may be a good idea just to have the Jury Street Station since the Jury Street Tunnels are just a different section of the station.Vash the Stampede 20:25, March 28, 2010 (UTC)

Notes Section

I'm wondering if it might be worth setting some standards for the relevancy of notes pertaining to housing. I could be wrong, but I'm not sure notable loot is a particular draw to any location, so I'm wondering if mentioning something like the Hat of the People is really necessary. Also, I'm not really convinced that the notes about mezzing raiders belong here either, but I don't have a solid reason beyond that they feel out of place. And I hold a bit of a double-standard: while I don't see the merit in the notes on raider roommates (especially in non-respawning interiors), I think it might be worth mentioning in passing if the technique can be used to create a safe fast travel location (the Enclave camp at Rockbreaker's Last Gas being a possible example). I dunno, curious as to what other people might think. If I'm out of line, just set me straight and I'll shut my yap. The Commonwealth 14:13, March 27, 2010 (UTC)

Some of the notes may be a bit uneccessary but would a empty note section look better?Vash the Stampede 22:06, March 31, 2010 (UTC)
lol and no an empty notes section would not look better V.A.T.S. addict 07:35, April 6, 2010 (UTC)
Well, I don't think we should be worried about page aesthetics as much as the usefulness of any information presented. I don't see any point in forcing in trivia just to fill space, and my thinking was that people choose housing based on location/storage/design, not the loot they can find there. The Bobbleheads make sense, since they sort of serve as a decoative item assuming you leave them be. As for pacifying hostile areas, maybe it would be better to just make a note of it somewhere on the page instead of listing it seperately for every entry that houses repsawning Raiders/Enclave/Mercs? The Commonwealth 17:11, April 1, 2010 (UTC)

A house being safe can be pretty important because some people may want that or not. A lot of areas have different types of spawning enemies which also may affect someones decision. Loot is also may be important because some places may have a unique item or abnormal amounts of an item. For example the Jury Street Tunnels have a lot of mole rat meat, wonderglue, and the Wonder Meat Maker. Some people also decorate their homes with many different items. Somebody may collect different guns, weapons, trophies, tin cans, deathclaw hands, or ever dead bodies to decorate their homes. I think having as much relative information on a location that stays within limits is a lot better then - (oh, but it looks so clean!) However sometimes there are so notes that are not necessarily unique to a location like mezzing the raiders there or laying down landmines for protection. You can do those anywhere so those are only suggestions.Vash5222 21:33, April 1, 2010 (UTC)

I don't disagree with anything that you just said. It should definitely be noted if a cell is safe -- I myself spend way too much time organizing gear on my shelves at any of my given safehouses. I still think loot is kind of redundant though -- firstly, it'll be mentioned on the location's individual page, and secondly, I'm not still convinced anyone would pick one house over another just because it has an over-abundance of Abraxo Cleaner, since you could pick all that up and move it to any safehouse. And finally I guess you just raise the question of whether or not suggestions/strategies belong in the notes column; it's hard to dictate parameters for that within reason, and I know on a lot of other pages the admins try to relegate anything of that sort to the talk page.

By the way, thanks for the dialog -- it's awesome to know other people are out here thinking about this stuff. The Commonwealth 00:09, April 2, 2010 (UTC)

Point Lookout Help

Is there any place that I can stay at in Point Lookout?


-A Bed

-7 or more 100% for sure SAFE Containers !!!


-Easy access from the pier so I can transfer items easy and fast

-Has bridge or bridges attaching it to land.

-Is Surrounded by water

NukaColaClear 22:29, March 30, 2010 (UTC)NukaColaClear

You might wanna try the Lighthouse, but I do know that smugglers occasionally hole up there and I'm not sure if they respawn. I'm also not sure about the number of containers or their safety. It is, however, remote, iconic and surrounded by water, and while it's not as close to the pier as, say, Motel Room 1D or the Disaster Relief Outpost, it's not far, and it's a fast-travel location. I'll do some poking around over there today or tomorrow for a container count. The Commonwealth 13:36, March 31, 2010 (UTC)

Well, after returning to the Lighthouse with my Level 30 character I found it utterly devoid of bedding. Had to head deep into the Underground Lab to find any. It also doesn't look like the smugglers ever showed up in my game. Anyone knows if that changes the Lighthouse's interior at all..? The Commonwealth 00:11, April 2, 2010 (UTC)

      • Possible spoiler***

When you complete the velvet curtain you can use the Chinese Bunker as a safehouse as there are many shelves largest pile of ammo crates in game (all safe) possible robot companion (untested). As for a bed you can sleep in the greeenhouse above ground. 20:20, June 15, 2010 (UTC)

"Abandoned Houses?"

We have two listed by Fairfax and Farragut. Can anyone confirm their existence? I'm thinking maybe these are just misnomers representing the Concrete Treehouse and the Shelter respectively... The Commonwealth 13:53, March 31, 2010 (UTC)

Youguai Tunnels

(sp?). It has a bed, and lots of storage. It might seem dangerous, but high level characters don't fear no U GwI. Thinking of adding it. Any info on respawns or item stability? V.A.T.S. addict 04:01, April 16, 2010 (UTC)

I'm pretty sure they don't respawn -- when I was bombing around getting my last couple of Bobbleheads I went back and it was still fulla dead Guai after a pretty substantial swathe of time -- but the Enclave camp outside might. You're right, though -- ain't no one scurt of no Guai, and if you've got Animal Friend then you can just have a cave full of pets. I think it's addworthy, though I can't speak to the safety of items yet. 14:23, April 18, 2010 (UTC)

Pitt Housing

I'm playing through the Pitt, and I already have more gear than I can carry, with about half of the add on to go. Is there a safe place to store things like my unique armor from ingot gathering, so that I can come back later and get it. It has to be somewhere that will be accessible after the add on is complete, and I hear certain areas are off limits depending on how you procede, so needs to be accessible no matter what.

Sea Cave in Point Lookout?

What about the Sea Cave (where you first meet Professor Brain/Calvert). It has makeshift bedding and you can store things in the coffins. Or do they reset? Wickedjacob 19:03, June 11, 2010 (UTC)

On my game PS3 all add-ons except MZ the coffins respawned after three days but could have been just my copy.Bd things come to those who wait! 20:22, June 15, 2010 (UTC)

They don't respawn on the 360, even after hundreds of days and 100 hours of gameplay. Mictlantecuhtli 07:10, September 3, 2010 (UTC)

Jefferson Memorial basement? I dont think so

After the main storyline quest, during broken steel this place is not possible to enter because its blocked up. Why did anyone say this place could be used a home?

Fort constatine

There are four beds in the base and you can you use the robots you just killed inside as storage. No enimes respawn inside. But outside they do. This place is so cool i dont see why we don't have it on this page.

The GNR radio station

I used GNR as my house. I use the bed that three dog sleeps on and the only storage thats safe is the small filing cabinet on his desk, any other places to store gear is unknown to me. I really like using this place as a home cause its very roomy and its a map marker. Oh and the Brotherhood of Steel protects the place, thats also a reason why i think its pretty awesome.

  • Agatha paying to have 3 dog killed or vice verse should be an unmarked sidequest. V.A.T.S. addict 05:17, July 30, 2010 (UTC)

Holy Light Monestary

Hey, i'm currently in the process of turning the Holy Light Monestary into my own player housing, and i need to know if all the lockers, boxes, etc, are safe to put things in without them respawning.

I'm Decorating the place as i type, so i NEED to know.

Secure Storage? (My Megaton House)

So I've been playing for a long time on this save file (360 hours on this one, about 210 more on all my others put together) and, touch wood, I haven't had any disappearing items. But, I'm worried that my stuff will reset (I use all the storage, with uniques in the locker by the door). So I wonder if it's been patched, if not, what would be the next best place to move my stuff into? (Mechanist's Forge looks good) I am on PS3 with all DLC, and back up my saves regularly.

^Might sound a bit weird, I just copy and pasted it from the My Megaton House Talk page, as the whole page got cleared before I got an answer. AR700SAW 19:24, September 2, 2010 (UTC)

I've tested every container in the Chinese intelligence bunker, panic room, and the atrium (where the bed is located). None of them have respawned items or caused anything to disappear in over 100 hours of gameplay, as Kris put it "All containers are assumed safe, unless specifically noted otherwise.". So as long as you don't use the containers at the Riverboat Landing (confirmed unsafe on 360), you shouldn't have too much trouble. Furthermore items I have left lying around at Point Lookout are still present (outside of containers), however any items you can grab in Point Lookout that cannot also be added to your inventory will reset to their original positions (barrels, traffic cones, baby carriage from outside the warehouse, Ruzka's ball, shopping carts, etc) when you leave the DLC and return. This doesn't seem to effect metal buckets though, as the bucket I have covering a mine at Herzog is still in position. This will cause any items you place on top of them to fall, or hover in mid air. Also if you've moved any of those items to make room for something (such as the small bones on the shelf downstairs in the chinese intelligence bunker) and come back later, you'll find they knocked off items from the shelf when they reverted to where they were located. Mictlantecuhtli 07:06, September 3, 2010 (UTC)
Thanks, might use it in the future then. Also, does anyone know if any containers in My Megaton House are safe? (I think they have something like 'owned by player' in the GECK.) AR700SAW 12:23, September 3, 2010 (UTC)
Every container in that house is safe, I have used both lockers, the fridge, desk and even the nuka cola machine as storage since the beginning of the game and haven't had a single item disappear in 280 hours of gameplay on the character. Mictlantecuhtli 06:55, September 4, 2010 (UTC)
Ahh thanks very much, just all of those horror stories about everything disappearing/ resetting unnerved me. AR700SAW 10:21, September 4, 2010 (UTC)
It's a wiki, you can't trust everything in the articles or talk pages. Just gotta use your own judgement when choosing what to believe (if you can't see it for yourself). Even the original wikipedia leaves out certain aspects from articles, such as the debate over the ethnicity of Alexander the Great. There's a host of evidence that supports the idea that he, as a greek symbol, was manufactured in order to lay claim to Macedonian lands by the Greek government. Mictlantecuhtli 10:58, September 4, 2010 (UTC)
True, guess I should think before I believe something :) AR700SAW 11:05, September 4, 2010 (UTC)


Dukov's doesn't qualify as player housing, but I would like to use it to display my collections. Does anyone know if the house respawns? What about the various containers?

crashed B-29

I don't know if i'm a complete dumb a**, but does any one or their mother know how to attach the ballast toe the B-29? i've swam around that damn plain for the last 30 min.

Dude... Wrong game. And it's on the underside of the wings.

Fort independance bug?

I've cleared out the brotherhood outcasts there, and it still says there are enemies nearby when I tried to sleep and I just painstakenly displayed items. Please tell me I wont have to go back to megaton... --TheReaver74 00:42, January 20, 2011 (UTC)

Edit: Nevermind. The turret was the problem.