Chevy Chase is a section of Washington, D.C., located in the north part of the city.
Background[]
In 2277, Chevy Chase, much like other neighborhoods of Washington, D.C., is largely inaccessible to enter except through one of its metro stations or via a connection through a partially-collapsed car tunnel that connects to the GNR building.[1] It is partially occupied by the Brotherhood of Steel, centered around the GNR building plaza,[Non-game 1][2][3] where they protect the disc jockey Three Dog.[4] However, super mutants also assault the neighborhood, culminating in battle between them and the Brotherhood of Steel.[5][6]
![]() | The following is based on Creation Club content. |
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Sometime around 2287, the Brotherhood of Steel pulls back and abandons the area completely.[7] With the Brotherhood gone and Three Dog missing, a group of mercenaries calling themselves the Good Fighters occupies the GNR building plaza and parts of Chevy Chase.[8] Not too long after, the Talon Company mercenary group is hired to assault the plaza and occupy the area and the radio station.[9] Eventually, the Talon Company sieges and captures the plaza, forcing the Good Fighters into fleeing into nearby buildings in Chevy Chase,[10] but not before causing more destruction in the neighborhood, including blocking access to the metro stations and completely collapsing and destroying the car tunnel.[11]
Eventually, with assistance from the Sole Survivor, the Good Fighters regroup and take back the neighborhood and plaza from the Talon Company,[12] but with their leadership dead, the remaining Good Fighters did not want to continue to occupy the area.[13]
![]() | End of information based on Creation Club content |
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Layout[]
One will generally emerge at Tenleytown/Friendship station or Metro Junction. There is generally a series of fights with super mutants all the way into the ruins of a building south. The ruins have a small doorway at the far south end which open up on to the GNR building plaza and trigger the super mutant behemoth battle.
Notable loot[]
- Three bottles of purified water are in the Pulowski preservation shelter just north of the Tenleytown/Friendship station entrance.
- Three suits of power armor and helmets can be gathered in the area: One suit of armor can be taken from the body of Initiate Jennings along with his helmet laying beside him, another suit of armor and helmet can be taken from the dead Brotherhood of Steel knight sprawled on the fountain, and finally Initiate Reddin's armor and helmet can be collected after her death.
- A Brotherhood of Steel holotag can also be taken from Reddin's body.
Notes[]
- Walking towards GNR building plaza for the first time will trigger a battle between super mutants and Lyons' Pride trying to protect Galaxy News Radio. However, if the player has already found James, or has been to Project Purity or Rivet City, neither Lyons' Pride nor the Fat Man show up at all. The behemoth arrives as soon as the player steps out into the plaza in front of the GNR building.
- Getting to Galaxy News Radio is part of the Following in His Footsteps main quest.
- In Chevy Chase East, if Broken Steel installed and the player has completed the main quest, a large crate will appear inside a bus shelter filled with barrels of Aqua Pura. The crate is guarded by a super mutant overlord.
Appearances[]
Chevy Chase appears in Fallout 3 and in the Fallout 4 Creation Club content "Capital Wasteland Mercenaries."
Behind the scenes[]
- Just outside the downstairs to Tenleytown/Friendship station, there's a small square with a monument that is a reference to Interplay (the original publishers of Fallout 1 and 2). The bronze Earth with a circling rocket appeared prominently when launching Fallout 1 and 2. It was originally the logo for GNN before Interplay adopted it as their official logo.
- Chevy Chase, Washington, D.C. is a real-life neighborhood in Washington, D.C.
Gallery[]
References[]
- ↑ In Fallout 3, which takes place in 2277, Chevy Chase can only be accessed through either Metro Junction or Tenleytown/Friendship station or through the collapsed car tunnel.
- ↑ The Lone Wanderer: "What's the Brotherhood doing here?"
Knight Sergeant Wilks: "We have a relationship with the station here. We stay in this reinforced structure, and protect it from the Super Mutants. This is the only real safe spot in the ruins of D.C. The rest of the place is crawling with those walking abominations. It's nice to have a port in the storm, you know?"
(Knight Sergeant Wilks' dialogue) - ↑ The Lone Wanderer: "What's this building for?"
Knight Finley: "This is Galaxy News Radio, the last free voice of the people of the Wasteland. The Brotherhood of Steel makes sure of that."
(Knight Finley's dialogue) - ↑ The Lone Wanderer: "I'm amazed you're still alive."
Three Dog: "Oh I have plenty of enemies that would love nothing more than to put a bullet between my eyes. The only thing keeping that from happening is Sarah Lyons and the Brotherhood of Steel. We've brokered a sweet deal. They keep me from taking a dirt nap, and I keep a strong roof over their head."
(Three Dog's dialogue) - ↑ Sentinel Sarah Lyons: "Look, I don't know who you are but you don't belong here. The Super Mutants have overrun our brothers at the Galaxy News Radio building, and we're headed there to back them up. You can tag along if you want. But keep your head down and try not to do anything... stupid."
(Sentinel Sarah Lyons' dialogue) - ↑ The battle normally occurs while doing the quest Following in His Footsteps
- ↑ Mercy's logs; Good Fighters
- ↑ Galaxy News Radio terminal entries; Phil Goodman's terminal, The Good Fight
- ↑ Galaxy News Radio terminal entries; Phil Goodman's terminal, Talon Company
- ↑ Galaxy News Radio terminal entries; GNR Studios terminal, Journal Entries, Call for Reinforcements
- ↑ Galaxy News Radio terminal entries; Phil Goodman's terminal, Final Fight
- ↑ The events of the quest The Good Fight
- ↑ The Good Fighters that remain after The Good Fight ask to be recruited to a settlement
Non-game
- ↑ Fallout 3 Official Game Guide Game of the Year Edition p.81: "Knight Sergeant Wilks:
Wilks is one of three Brotherhood Knights charged with defending the G.N.R. Radio Station interior. All Knights are employed in the service of Elder Lyons, who resides in the Citadel. Although they're haughty, they'll help you out of a fix and they hate the Super Mutants as much as you do."