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In the aftermath of the Great War, the former United States capital city, Washington, D.C. was devastated by nuclear detonations, with the surrounding ruins becoming known as the Capital Wasteland. While ravaged by disease, severe food scarcity, and hostile forces, it has nonetheless been called home by a number of communities in the centuries since the bombs fell.

Known inhabited communities[]

2277

The following list consists of communities encountered by the Lone Wanderer in the Capital Wasteland in 2277 during the events of Fallout 3. Potential outcomes for quests that involve major changes for these communities during Fallout 3 will be included, along with any post-2277 mentions in other series entries that may establish a canon outcome.

Name Type Overview Outcome
Andale Settlement Reclusive cannibal community inhabiting an intact housing estate.
Population: 7
Andale's secret remains intact and all residents alive.[1]
Andale's pro-cannibal residents are killed, with Old Man Harris and child residents alive to restart and rebuild.[1]
Arefu Town Farming town established on a derelict section of pre-War superhighways, its economy tied to brahmin husbandry.
Population: 5
Arefu no longer suffers attacks from the Family.[2]
Arefu forms a trade deal with the Family, exchanging blood packs for protection.[2]
Big Town Town Battle-scarred group of aged-out Lamplighters set up in a fortified suburban district.
Population: 6
Leader Red dies, causing residents to leave and Big Town dissolves.[3]
Leader Red rescued from captivity by super mutants, and Big Town is taught skills to survive against future attacks.[3]
Canterbury Commons Town Prospering merchant hub, providing shelter and provisions for traders passing through the town.
Population: 8
The conflict between the Mechanist and AntAgonizer continues on, causing further destruction to the Commons.[4]
The conflict between the Mechanist and AntAgonizer ends with one or both "supers" dead/retired, allowing the Commons to regain its peace.[5]
The Citadel Fortress Pre-War military complex formerly known as the Pentagon, currently occupied by the Brotherhood of Steel as their headquarters. Houses the Lyons' Pride elite squad and the hangar bay containing Liberty Prime.
Population: 60
Remains under Brotherhood control between the end of the Brotherhood-Enclave War in 2277 and the 2287 departure of the expeditionary force to the Commonwealth onboard the Prydwen.[6][7]
Evergreen Mills Town Pre-War industrial site taken over as a raider stronghold. Security managed by Smiling Jack, who recently captured and contained a behemoth. Presumed to have been eradicated post-2277 with the Brotherhood's military takeover of the Capital Wasteland.
Girdershade Outpost Small two-building scavenging outpost built in the "shade" of a section of overpass, including the "headquarters" of the Nuka-Cola fan club doubling as a Nuka-Cola museum.
Population: 2
Seemingly still occupied at least by Sierra Petrovita by 2287 when she traveled to the Nuka-World theme park in Massachusetts.[8]
Little Lamplight Town Self-sufficient community composed exclusively of adolescent children residing within an old cave system connected to Vault 87 via Murder Pass. Post-2277 status ambiguous
Megaton Town Fortified trading town constructed around the impact crater of an undetonated atomic bomb. Lacks solid leadership though a sherriff keeps order. Geographic location and defensible fortifications make it a well-traveled caravan stop.
Population: 39
The Megaton bomb was permanently disarmed by the Lone Wanderer, keeping the town intact through 2277 up to 2297, though at the cost of Sheriff Simms' life.[9]
Meresti Metro station Settlement Pre-War subway station inhabited by a reclusive cannibal cult that carries out attacks on Arefu's brahmin herds.
Population: 7
Meresti's inhabitants cease their attacks on Arefu.[2]
Meresti's inhabitants form a trade deal with Arefu, exchanging blood packs for protection.[2]
Oasis Settlement Isolationist settlement in the northern mountains of the Capital Wasteland, inhabited by the Treeminders who worship the Great One's ability to grow entire forests. The Great One dies peacefully and the Treeminders remain to keep Oasis alive.[10]
The Great One's gift of life is enhanced/restrained and Oasis remains.[10]
The Great One and the Treeminders are murdered and Oasis collapses.[10]
Paradise Falls Town Pre-War shopping center taken over by slavers, turning it into the epicenter of the East Coast slave trade. Presumed to have been eradicated post-2277 with the Brotherhood's military takeover of the Capital Wasteland.
Ranger compound Fortress Headquarters of the mercenary group Reilly's Rangers established in a fortified basement in downtown D.C. The Rangers safely return to their compound after being saved from the super mutants inhabiting the Statesman Hotel.[11]
The Rangers are wiped out, leaving the compound abandoned.[11]
Raven Rock Fortress Pre-War mountainous military complex and post-War headquarters of John Henry Eden's Enclave in the Capital Wasteland. Destroyed during the Brotherhood-Enclave War.
Republic of Dave Settlement Remote scavenger settlement ruled as a "republic" by the "elected president" Dave. Dave wins the 2277 election and remains president of the Republic[12]
Dave loses the 2277 election and abandons the Republic on a mission to annex Old Olney as the "New Republic of Dave."[12]
Rivet City City Trading town led by a councilship of scientists and merchants housed within a pre-War derelict aircraft carrier beached at the Washington Naval Yard. By 2277, it is the largest supplier of edible foodstuffs in the Capital Wastes, at an exchange of food for technology and scientific salvage. Post-2277 status ambiguous
Underworld Town Self-sufficient community of ghouls residing in an exhibit of the abandoned Museum of History. Unknown
Temple of the Union Settlement Temporary fortified settlement occupied by the anti-slavery coalition, the Abolitionists during their mission to permanently occupy the Lincoln Memorial. The Abolitionists complete their mission to occupy the Lincoln Memorial and abandon the Temple.[13]
The Abolitionists are wiped out and the Temple abandoned.[13]
Tenpenny Tower Settlement Remotely located post-War structure, inhabited by affluent retirees who paid entry to the owner and landlord Allistair Tenpenny. Unknown
Vault 101 Vault Pre-War Vault-Tec Vault near Megaton. Vault dweller population close to collapse due to genetic scarcity, leading to civil war. The Lone Wanderer convinces the overseer (or never intervenes thus ensuring) that the Vault must remain closed.[14]
The Lone Wanderer convinces the overseer to stand down and allow the Vault be opened and its dwellers to enter the wasteland.[14]
The Lone Wanderer sabotages the Vault and forces its dwellers to enter the wasteland.[14]

Known abandoned communities[]

Name Type Overview Cause of abandonment
Grayditch Settlement One of many unprotected villages set up in the ruins of a pre-War town. Destroyed by mutated ants unleashed by Weston Lesko.
Minefield Settlement One of many unprotected villages set up in the ruins of a pre-War town. Sacked by Paradise Falls slavers, population either killed or sold into slavery.
Rockopolis Town A town set up in one of the many caves in western Virginia. Sacked by Paradise Falls slavers, population either killed or sold into slavery.
Hilltop farm ruins Settlement A derelict farm established shortly after the Great War. Abandoned.
Shacktown Settlement A small overlook on a lake. Residents, including a scientist and wastelander found deceased.

References[]

  1. 1.0 1.1 A possible ending to Our Little Secret in Fallout 3
  2. 2.0 2.1 2.2 2.3 A possible ending to Blood Ties in Fallout 3
  3. 3.0 3.1 A possible ending to Big Trouble in Big Town in Fallout 3
  4. If one never completes The Superhuman Gambit in Fallout 3
  5. Possible endings for The Superhuman Gambit in Fallout 3
  6. The Sole Survivor: "Why establish an outpost at the police station?"
    Paladin Danse: "Given the nature of the facility, we felt it would be tactically advantageous to search it for weapons and ammunition. The radio tower on the roof was an unexpected boon, but it obviously has its shortcomings that need to be rectified. It might not be as imposing as the Citadel back in the Capital Wasteland, but it suits our purposes. That's all I'm willing to divulge at this point. Are you ready to proceed with the mission?"
    (Nate's/Nora's and Danse's dialogue)
  7. The Prydwen terminal entries; Outgoing Mail PEM787A-026
  8. The Sole Survivor: "You run a Nuka-Cola Museum?"
    Sierra Petrovita: "Absolutely! I've spent years collecting all the Nuka-Cola merchandise I could find. It's all on display at my home in a settlement called Girdershade. I give tours to anyone who stops by. And I can promise you this - you won't find another collection like mine in the Capital Wasteland, the Commonwealth, or any place else!"
    (Sierra Petrovita's dialogue in Nuka-World)
  9. As indicated in Afterword
  10. 10.0 10.1 10.2 A possible ending to Oasis (quest) in Fallout 3
  11. 11.0 11.1 A possible ending to Reilly's Rangers (quest) in Fallout 3
  12. 12.0 12.1 A possible ending to Election Day in Fallout 3
  13. 13.0 13.1 A possible ending to Head of State in Fallout 3
  14. 14.0 14.1 14.2 A possible ending to Trouble on the Homefront in Fallout 3