Zone 1: Northwest TerritoriesEdit
The Northwest Territories are wild and dangerous, as you're far from a place to heal, trade, and repair, and the inhabitants are vicious predators. The northernmost area is extremely mountainous, with Deathclaws and Robots roaming around. The remains of the Potomac flow from north to south here, and the irradiated water is home to Mirelurks. The human survivors are usually bands of terrorizing Raiders; they have a small stronghold on the river's western side. The Enclave have a sizable presence here, but their territory is well guarded and mostly underground. Only the bravest (or most foolhardy) explorer can claim to have visited every locale in this windy and desolate place.
1.01: RAVEN ROCK (LAT -28/LONG 28)Edit
Originally known as "Site R," Raven Rock was designed at the beginning of the Cold War as a shelter for top military officials. It has served as the base of operations for the Enclave since the government's remaining forces retreated there. This is only accessible during Main Quest: The American Dream; it is otherwise impenetrable. The following section reflects the order you will visit each interior location.
1.02: MDPL-05 POWER STATION (LAT -27/LONG 25)Edit
Enter here using either the gate or the hole in the fence. Locate the skeleton of a workman. His toolbox holds a key to open both gates.
1.03: SATCOM ARRAY NW-05A (LAT -22/LONG 25)Edit
This giant radar dish is unique among the Arrays in the Wasteland, as there's only one structure. The Ghoul in charge has hired the Talon Company to guard it. As you head up to the west base of the Array, two foes on the balcony above attack you. Don't run to the door, as there are three Frag Mines in this area; instead, attack from a distance then deactivate the mines before you enter the structure.
Inside, you're waylaid by an ex-scientist hard at work on a special project. When safe, check the Ghoul's desk for a Skill Book and terminal. Check her corpse for the launch codes!
There are six menu options on the terminal; read them to learn about the satellite payload and more.
- Chinese Army Spec. Ops. Training Manual (1/25)
- Launch Codes
1.05: SATCOM ARRAY NW-07C (LAT -28/LONG 20)Edit
SOUTHWEST SATELLITE TOWEREdit
This area is unchanged whether there's an Enclave threat or not. The satellite tower is completely sealed, but the dish fell off the tower decades ago, and the rusting remains are now a ramshackle trading post, with a Scavenger inside. He or she can Trade with you, as well as Repair items, but flees or is killed when the Enclave arrive. You can also buy, sell, Pickpocket, and Steal any of it.
1.08: DICKERSON TABERNACLE CHAPEL (LAT -19/LONG 19)Edit
FREEFORM QUEST: HIGH PLAINS DRIFTEREdit
Sitting on a blasted heath are the remains of a once-thriving Tabernacle Church, now a dilapidated shell that's home to a Drifter, standing on the old roof supports. Sneak in the back to ambush him; knock him off his perch to secure the items he's carrying. The Reservist's Rifle and Oasis Coordinates are of interest, especially the rifle for long-range Deathclaw take-downs. The Oasis Coordinates and the Druid's Hood indicate that the Drifter may once have been part of the Treeminders. Check the Oasis Coordinates (LAT -03/LONG 28), and search the area for the following items:
- Reservist's Rifle (8/152) * Combat Armor
- Oasis Druid Hood * Guns and Bullets (3/25)
- Oasis Coordinates * Ammunition Box (5)
1.09: MASON DIXON SALVAGE (LAT -14/LONG 21)Edit
Once a rural scrapyard, this is now a place where Super Mutants return from Wasteland hunting with their live captives and begin ferrying them to Vault 87 for mutation. There are approximately five Super Mutants and two pet Centaurs here, and there are several entrances—to the north, west, and south. You can blast vehicles and set them alight, but this can ruin the chances of freeing captives and grabbing items. After you engage the Super Mutants and score a victory, begin scavenging the area; there are truck containers with Ammo Boxes and bedding. There are also two shacks with a footlocker and the following items:
- Ammunition Box (6) * D.C. Journal of Internal Medicine (2/25)
- First Aid Box * Nikola Tesla and You (2/25)
- Tumbler's Today (2/25)
1.10: MOUNT MABEL CAMPGROUND (LAT -21/LONG 17)Edit
It looks like Raiders were recently here; there's Squirrel-on-a-Stick on the barbecue and a Carton of Cigarettes on one table (worth 50 Caps). Grab that and any Whiskey, then check the caravans.
1.C: JACKKNIFED CHINESE INTERNMENT TRUCK (ON FREEWAY; LAT -27/LONG 20)Edit
Check a nearby vehicle for Frag Grenades near a skeleton. Continue on to the jackknifed truck; outside are two Ammo Boxes. Inside are the skeletal remains of Chinese Americans; learn their names by reading the Holotape inside the truck. The container also has Purified Water, some Chems, two First Aid Boxes, and Pugilism Illustrated.
- Internment Note * Ammunition Box (2)
- First Aid Box * Pugilism Illustrated (4/25)
1.D: JACKKNIFED TRUCK (ON FREEWAY) (LAT -26/LONG 20)Edit
Watch for an explosion, which may blast parts of a dead scientist out of the container. Search any body part for a Skill Book. Inside, there are Stimpaks, a Laser Rifle, a Mini-Nuke, and a mattress. Watch the fissures on the freeway.
- Big Book of Science (2/25) * Laser Rifle
* Mini-Nuke (10/92)
ENCLAVE CAMP LOCATIONSEdit
CAMP E1.01 (LAT -15/LONG 28)Edit
There is a small contingent guarding the Water Tower gate at the edge of Fort Constantine.
- Enclave Crate Ammunition (2)
CAMP E1.02 (LAT -23/LONG 25)Edit
There is a small contingent near the irradiated pond, where a Wastelander and Feral Ghouls have been massacred.
- Enclave Crate Ammunition (3) * Ammunition Box (2)
CAMP E1.03 (LAT -28/LONG 20)Edit
A squad commandeers the nearby SatCom Array, with troops on the ground and in the exterior balcony.
CAMP E1.04 (LAT -22/LONG 20)Edit
There is a Deathclaw-capture squad, with a modified Deathclaw near the Sanctuary. Extreme danger!
- Enclave Crate Ammunition (3)
CAMP E1.05 (LAT -25/LONG 16)Edit
This is a tactical position on the freeway ruins.
- Enclave Crate Ammunition (3)
CAMP E1.06 (LAT -15/LONG 17)Edit
An Enclave strike force dropped in by Vertibird, just east of the Silver Lining Drive-in.
Zone 2: Northern MountainsEdit
Dominated by treacherous mountain terrain to the north and more manageable lands to the south, this zone is slightly less populated than others but holds some astonishing discoveries. Get your bearings by following the two main roads that run south into Zone 5 and join the east-west road. Cutting diagonally across is a crumbling freeway and monorail line (another excellent landmark to find your location). There's one large settlement—the Slaver camp of Paradise Falls—and a few hidden points of interest for when you're not trekking through the bleak and desolate landscape.
Oasis is a fertile, verdant dot in the center of all the desolation. This odd hidden vale is home to a strange, tribal-like people who call themselves the Treeminders. You are welcomed into Oasis with open arms, and their leader, Tree Father Birch, invites you to meet their god. Oasis is tucked away inside a giant rocky outcrop in the mountains just northeast of the monorail and freeway skeletons, and the entrance is close to a rope bridge.
2.02: SATCOM ARRAY NN-03D (LAT -13/LONG 25)Edit
The largest of the SatCom Arrays in the Northern Wasteland sits to the west of Fort Constantine. It's visible for miles and is currently a Raider stronghold. The towers each have a ground-floor entrance and are labeled NN-03-A, B, and C. Tower A is the lowest and Tower C is the highest. The entrance to Tower B is boarded up and cannot be breached. The door to the upper Tower C is locked.
2.03: MDPL-21 POWER STATION (LAT -10/LONG 26)Edit
In a valley next to a line of power towers is a fenced-off Power Station, accessed via an unlocked gate. Inside is a Work Bench with a Bottlecap Mine on it, a Skill Book, and a terminal with a safe
2.04: CLIFFTOP SHACKS (LAT 00/LONG 26)Edit
Approach these two mountaintop shacks from the west (you'll be spotted if you come from the east), along the gorge just south of Oasis. Wind around until you can scramble up to the mountain summit, then locate the rope bridge. Snipe from the bridge's other side, and set up mines so the Super Mutants kill themselves trying to reach you.
When combat is over, inspect the Clifftop Shacks; free the Wastelander captive here if you wish. Search Gore Bags, which contain the body parts of other captives and a decent amount of Caps. In the larger abandoned shack, there is a Super Mutant to tackle, a captive to keep alive, and a shelf safe. Search both shacks for mattresses and the following items:
2.05: MONTGOMERY COUNTY RESERVOIR (LAT -06/LONG 22)Edit
Two hundred years ago, this supplied the northern D.C. area with drinking water. Little of that remains, although each of the large faucets supplies a few gulps of irradiated water for your sustenance. The area is now dotted with Raiders. There are no interior structures, just catwalks to run around and giant vats to hide behind. There's a jackknifed truck, but it contains only a light sprinkling of body parts and a Vodka bottle.
2.06: BROADCAST TOWER LP8 (LAT -04/LONG 24)Edit
Broadcast Tower LP8 is southwest of the monorail and freeway skeletons and overlooks the reservoir with Paradise Falls in the distance. Activate the electrical switch, and triangulate the signal to a Sealed Cistern entrance below, to the northeast.
2.07: RECLINING GROVES RESORT HOMES (LAT -02/LONG 20)Edit
Rural homes slowly waste away in the breeze. In the northwest house is a First Aid Box on a table. Move east to the shack garage and attached ruin, and grab the Bottle Caps on a table here. The house in the northeast, near the Irradiated Silo and Barn [Location 2.J], has a mattress to sleep on and a copy of Tales of a Junktown Jerky Vendor. The ruin to the south has a half-buried mattress. Check mailboxes for common items. Before you leave, investigate the Warren [2.L] and Crashed Anomaly [2.G].
2.A: UPPER TRAILS (ROPE BRIDGE) (LAT -10/LONG 29)Edit
Follow the line of electrical towers (aka pylons) up from the MDPL-21 Power Station [2.03] to a treacherous hiking area. A Wastelander has fallen from this bridge recently. It's all rather depressing really.
2.B: TOXIC POND (LAT -09/LONG 30)Edit
Pack the Rad-X and set off for this remote irradiated pool; there's a small alcove behind the rusting container. There are three bodies here: a Wastelander, a Raider, and a scientist. Grab the food and RadAways, and sleep on the mattress if you wish. Don't leave without opening the half-submerged safe.
2.C: MONORAIL CARRIAGE WRECKAGE (LAT -06/LONG 28)Edit
This monorail route snakes all the way from the Corvega Factory [6.05] to the southwest, past Agatha's House [5.06], and north to Broadcast Tower LP8 [2.06]. Similarly, the crumbling freeway winds north past the Wheaton Armory [6.04], forks at the Temple of the Union [3.10], and continues northwest past the Greener Pastures Disposal Site [3.06]. Using these ruined transport links is an excellent way to explore.
2.D: OASIS ENTRANCE (LAT -05/LONG 29)Edit
Amid the fallen concrete and twisted steel of the freeway [2.C] is a rope bridge with some steaming and slightly radioactive pools bubbling underneath. Oasis [2.01] is to the east, hidden in the giant rocky outcrop. Once you complete Main Quest: The Waters of Life, expect an Enclave presence [E2.01].
2.E: ABANDONED TENT (LAT -12/LONG 23)Edit
At the foot of the mountains on the irradiated plains lies a recently abandoned tent. Inside is a place to sleep during local explorations as well as various useful items.
2.F: IRRADIATED SILO AND OUTBUILDINGS (LAT -07/LONG 23)Edit
Slightly northwest of the Montgomery County Reservoir is a small cluster of burned-out farm buildings. Check the barn and outbuilding for Ammo Boxes. If you need to orient yourself, look south to just make out the Big Burger Boy sign and Paradise Falls.
2.G: CRASHED ANOMALY (LAT 03/LONG 22)Edit
Almost directly north of the MDPL-13 Power Station (as you follow the line of power towers), you pick up an odd radio signal: You hear mainly static and then some eerie, garbled speech you can't decipher. Locate the remains of a house; something has crashed straight through it, digging a furrow into the hillside. Round the front of the crash to uncover a strange body, thrown from the cockpit.
2.H: ANT TUNNEL TO MUSTY CAVERN (LAT -11/LONG 20)Edit
On a small plateau just southeast of Mason Dixon Salvage [1.09] is a collection of scuttling Giant Ants guarding a sticky hole. Squeeze through into a dark and confined Musty Cavern.
2.I: MILITARY CHECKPOINT (LAT -05/LONG 20)Edit
The Montgomery County Reservoir water tower gleams in the distance. Once the robot is defeated, you can inspect the tent for a sleeping mattress, and the general area for items.
2.J: IRRADIATED SILO AND BARN (LAT 00/LONG 20)Edit
On the eastern edge of the Reclining Groves Resort Homes is a battered old barn and silo. Check the barn for Ammo, a mattress, and a footlocker containing a Sneak Skill Book. Check the hillside to the northeast; there's a dead Mercenary lying near Chems and a Big Guns Skill Book.
2.K: TRAFFIC LINE (LAT -11/LONG 17)Edit
Located on the east-west road from Drowned Devil's Crossing [1.13] across the northern hills above Paradise Falls.
2.L: WOOD PLANKS TO WARREN (LAT -02/LONG 18)Edit
On the opposite (south) side of the road from Reclining Groves Resort Homes, there's an easily missed indent in the shallow hill near the monorail line. This small subterranean area is a single winding, dead-end tunnel inhabited by Vicious Dogs.
2.M: OVERTURNED CITY LINER (LAT 00/LONG 18)Edit
This is midway between Warrens and the MDPL-13 Power Station, along the crumbling road.
2.N: MONORAIL TRAIN WRECKAGE (RAIDER CAMP) (LAT 00/LONG 14)Edit
There's a major derailment just northwest of the Germantown Police Headquarters [5.01], now home to a small band of Raiders. You can storm in and blast them, but you could also Sneak along the top of the carriages. The Raiders are guarding a few Chems, a Stimpak, and some Ammo Boxes. Don't forget the Duck and Cover! by the bath.
ENCLAVE CAMP LOCATIONSEdit
CAMP E2.01 (LAT -5/LONG 29)Edit
There are a few shock troops patrolling the small muddy ponds below the rope bridge to and from Oasis.
CAMP E2.02 (LAT 00/LONG 19)Edit
This is a two-man with defenses and a large amount of Ammo, just east of Reclining Groves Resort Homes. Check the defenses for the Laser Rifle and more Ammo.
Zone 3: Northeast TerritoriesEdit
The sparsely populated Northeast Territories are dominated by two large areas of interest—the Old Olney township and its surrounding area and the Greener Pastures Disposal Site. Old Olney was once a quaint place to visit on the weekends. Now it's a place you go to die. Ravenous Deathclaws prowl the streets, and Scavengers have picked the surrounding hamlets clean. Greener Pastures is simply a gigantic irradiated area, full of its own surprises. Consider heading to the Republic of Dave; an envoy from the Wasteland might be welcomed by this power-mad oddball and his clan. There are also farms, a dangerous ghost town filled with mines, and the Temple of the Abolitionists' Union to search for, too. And don't forget the Roach King; he may be the craziest of all!
It appears that Vault 92 was Vault-Tec's attempt to figure out whether auditory experimentation could be utilized in combat more effectively than before. To this end, the Vault approached several musicians and scientists to help hypothesize and run the place...200 years ago. West of Old Olney, under a small copse of dead trees in the bottom of a rocky fissure is a rusting metal door that leads to this underground labyrinth.
This ruined township compromises several city streets, which contain the largest concentration of Deathclaws, except for the Deathclaw Sanctuary [1.07]. Approach the town from any direction, but it's best to snipe Deathclaws from the freeway to the east or from the hill above Vault 92, or Sneak in from the west at night. Otherwise, wait at a safe distance for a patrolling Deathclaw to move past.
3.03: THE REPUBLIC OF DAVE (LAT 19/LONG 27)Edit
In the years shortly before the bombs fell, a large number of citizens believed that the U.S. government had become hopelessly corrupt and that the country was in grave danger from anarchists, liberals, and communists. These individuals relocated to removerural locations, established private militias, and promised that they would one day take back the government for the people. They never got the chance. The bombs fell, shattering all world governments. Most of these separatists were killed in the war or the chaos that followed. However, a few dug in deep enough and survived the worst of the first few decades. Over the past two centuries, this tiny plot of land has been known as the Kingdom of Larry; the Republic of Stevie-Ray; Billsylvania; the New Republic of Stevie-Ray; and, most recently, the Nation of Tom, after Dave's father. Now that Dave has complete autonomy over his subjects, he rules his hamlet with an iron fist but wishes to be seen as benevolent.
3.04: CHASTE ACRES DAIRY FARM (LAT 15/LONG 24)Edit
Between the MDPL-16 Power Station and the broken freeway is a patch of land once used by grazing cows. Now the mutated descendants, Brahmin, chew through the straw grass clumps in this dust bowl. The biggest problem is the small groups of Raiders who've taken over this wrecked farm; pay special attention to the one on the silo balcony. Inside the Grain Silo is a copy of Pugilism Illustrated. You can also use the ladder to reach the balcony. Head inside the barn for a Grognak the Barbarian, next to the bloody mattress.
3.06: GREENER PASTURES DISPOSAL SITE (LAT 07/LONG 21)Edit
This is one of the largest expanses of Radiation in the Wasteland. If you're not protected, sprint to the open container adjacent to the white and red truck engine and grab the Radiation Suit off the dead scientist, along with the Skill Book. Inside the makeshift shack are scattered Chems, a Carton of Cigarettes, a place to sleep, and the following items:
- Radiation Suit * .32 Pistol and Ammo
- Big Book of Science (4/25) * D.C. Journal of Internal Medicine (7/25)
In the stone office building on this area's western edge, search for the items listed below, then activate the terminal or safe to gather the safe's contents. There's also a Work Bench with a Bottlecap Mine on it.
3.07: GRISLY DINER (LAT 13/LONG 20)Edit
Raiders attack from the hillside above you, but they appear only after you enter the diner, so back out immediately and defeat them, or squat down and strike as they enter. There are Frag Mines set to detonate at the front and back of the place. Be very careful when investigating behind the counter, as there's a chain trap, and a Brahmin leg swings down to thwack you; also watch for the pressure plate on the floor. There are Chems, Whiskey, a bunk bed, weapons, and a Keller Family Holotape (on the desk).
Before the bombs fell, the isolated township of Ridgefield was a quiet community nestled into the hillside and far from major roads. More than a century later, a tribe of military survivors stumbled across it while traveling from the north. They quickly realized the value of a defensible, hidden location and made it their own. Now no one goes to Ridgefield anymore, and the ghost town is known only as "Minefield." People swear that it's haunted by the last survivor's ghost. Arkansas is the "ghost" in question; he may be old, but he's still a crack sniper, and he's holed up in the ruined concrete building at the town's north end. Sneak down from the Water Tower [2.O], as this has the least number of Mines to worry about. There are dozens dotted around the entire area; deactivate them and cover the ground very slowly.
3.10: TEMPLE OF THE UNION (LAT 13/LONG 15)Edit
This small settlement literally sprung up around the severed head of Lincoln, a portion of the statue from the Lincoln Memorial, and a random block from the memorial's inscription. How it arrived in this remote spot is anyone's guess, but the Temple's residents now revere the head as a symbol of the Abolitionist movement. The Temple is a reasonably fortified ruined building; you're been greeted by Simone Cameron, a no-nonsense sentry wanting to know what you're doing here. Remain polite to enter the premises. She gives you a Key once she deems you trustworthy. Or you can unlock the front gate yourself. This usually leads to violence.
You're told to meet with Hannibal before the Abolitionists will begin to speak freely with you. To remain on friendly terms, swear to protect the Temple of the Union. You are given the Temple of the Union Key as a symbol of their trust. You can now freely talk to all the Temple's inhabitants and explore their base. All the Abolitionists have Temple of the Union Keys to get in and out of the place. Caleb and Hannibal are also carrying a Storeroom Key. Conclude Miscellaneous Quest: Head of State favorably with the Abolitionists, and you receive Dart Gun Schematics.
3.E: RED ROCKET GAS STATION AND JACKKNIFED TRUCK (LAT 13/LONG 25)Edit
The Gas Station is devoid of items, so check the jackknifed truck—it's actually a Nuka-Cola truck! This vehicle was delivering a shipment of delicious Nuka-Cola to Old Olney but never arrived. Most of the bottles have been stolen, but there's a fantastic haul of Quantums! Also look in the Chaste Acres Dairy Farm mailbox; grab the Guns and Bullets magazine.
3.G: OLD OLNEY OUTSKIRTS (RUINED HOUSES; LAT 10/LONG 23)}}Edit
South of Old Olney is a group of house ruins picked clean months ago; there's only a lawn mower left!
3.I: IRRADIATED OUTHOUSE (LAT 15/LONG 23)Edit
Some enterprising but ultimately doomed soul decided to create an outhouse over the next rise south of Chaste Acres Dairy Farm. He attempted to thwart roaming Yao Gui by surrounding the earthen closet with vehicles. The only issue, aside from the fact that it didn't work, is that he built it on an irradiated pool.
3.K: DRAINAGE CHAMBER (ADJACENT TO RELAY TOWER KX-B8; LAT 16/LONG 19)Edit
This Drainage Chamber leads to a small subterranean tunnel where a stranded family once radioed for help. For tactics and the available items here, check out Location 3.08: Relay Tower KX-B8-11.
ENCLAVE CAMP LOCATIONSEdit
CAMP E3.01 (LAT 07/LONG 25)Edit
An Enclave Soldier has finished massacring two Wastelanders and a Feral Ghoul inside a truck that has Purified Water inside. The terminal (on the desk with the Energy Cell and Finger) has two menu options—Field Report: PFC M. Scott (a report on a Ghoul attack and the Ghoul's odd, docile behavior) and Orders (Enclave Mission Directives for CO eyes only).
CAMP E3.02 (LAT 17/LONG 21)Edit
A small, three-man recon crew.
CAMP E3.03 (LAT 09/LONG 17)Edit
A well-fortified defensive position atop a rocky knoll. You can also activate the Enclave Field Research Terminal to access information on Field Entry: Dog (feral); Field Entry: Large Scorpion; and Field Entry: Mole Rat.
Zone 4: Irradiated Western PlainsEdit
Outside of the D.C. Metro Ruins, this western section of the Wasteland was hit hardest be enemy bombardments 200 years ago, and evidence of the cataclysm is still apparent. Desolate pathways that used to carry vehicles are now used by Scavengers, Raiders, and other ne'er-do-wells. To the west is a large and extremely radioactive "birthplace" of the Super Mutants on this side of the county. To the east are the irradiated plains, where Wastelanders slowly morph into Feral Ghouls. While the Raiders attempt to edge in to the north, this zone is primarily a battle for supremacy between Super Mutants and the Talon Company Mercenaries, who have commandeered Fort Bannister, the epicenter of the historic bombardment. Be careful out there!
4.01: SHALEBRIDGE (LAT -26/LONG 12)Edit
This slightly irradiated area has signs of Ant hills dotted across the ground. There are two hillocks, one at the area's north end and one at the south end, each leading to a hive. Two Ant factions—the Invaders and Foragers—are battling for Wasteland supremacy on a tiny scale. As the Invaders are large, fearsome, and vicious, they are about to kill off their weedier brethren. Also check to the east, where a dead Mercenary is lying near a Skill Book.
4.02: FIVE AXLES REST STOP (LAT -21/LONG 10)Edit
A circle of abandoned trucks in the perfect spot for a three-man Raider wrecking crew to chop until they drop. You can destroy the trucks in a giant exploding fireball, but search them first: One truck has the remains of a trucker; the others are empty except the one with the mattress, Chems, and Raiders in it.
4.03: MDPL MASS RELAY STATION (LAT -17/LONG 10)Edit
Once under the Brotherhood of Steel's protection, this is now home to a small Raider scavenger team under the leadership of Torcher. Inside the exterior defenses are a couple of tables with items on them:
- Ammunition Box * Combat Knife
- First Aid Box
Torcher is in the interior substation, and he's armed with a Flamer to really cause you some problems—unless you roll in a Grenade and catch him and his friend (who's hiding behind the computer machinery to the right). Then hunt for a place to sleep and important items; don't forget the Quantum inside the safe:
4.04: BROADCAST TOWER KT8 (LAT -26/LONG 09)Edit
You're at the north of the Super Mutant territory in this zone and should expect combat with them. Activate the Electrical Switch to pick up Radio Signal Sierra Romeo. Triangulate the Morse Code; it leads to a Sewer Entrance [4.B].
4.05: ROCKBREAKER'S LAST GAS (LAT -21/LONG 08)Edit
Off the north–south road, near a rad-lake and shack is Rockbreaker's Las Gas, named for the quality shale quarried nearby. The place is deserted, save for an irritating Eyebot and a dead Wastelander, Chems, and Food. This is the future location of Enclave Camp E4.02.
This is a place where F.E.V. experiments have led to unspeakable breeding programs and the creation of new Super Mutants. Humans began experimenting on one another in order to gain a jump forward in evolution. What they achieved was a plummet into a realm of monstrosities. Seen as the Eastern "birthing" place of the Super Mutants, this is the closest the Muties have to holy ground. The central hot spot of the radiation has been measured at up to +2910 RAD/SEC. This means instant death, and the exterior entrance is inaccessible. There's a .32 Pistol and a dead scientist with a Radiation Suit, but you'll never live long enough to reach them. The only way to enter is via Little Lamplight.
4.07: EVERGLOW NATIONAL CAMPGROUND (LAT -23/LONG 05)Edit
Having defeated a Super Mutant incursion, a group of four Raiders are feeling especially proud of themselves. Bring this levity down a notch by massacring them or Sneaking around and stealing their loot—Sugar Bombs, Darts, and the following items:
- First Aid Box * Guns and Bullets
- Ammunition Box (2)
4.08: LITTLE LAMPLIGHT (LAT -26/LONG 02)Edit
Lamplight caverns were discovered in the late 19th century and converted into a tourist attraction in the 1920s. With its strong government ties, Vault-Tec annexed portions of the caves. On the day the bombs fell, several school classes were attending a field trip. A practical lesson in geology quickly turned into a study in survival. Over the next couple of days, their adult chaperons either abandoned the children or ventured out to learn what had happened, never to return.
The child survivors established a set of rules that would guarantee their existence; without any adult "interference," they lived life as they saw fit. Two hundred years later, Little Lamplight still exists as a village of children. There are two laws they follow.
1. They will obey the mayor, who is elected by public voting. They can elect a new one at any time.
2. They must leave the town before their 16th birthday, or they will be forced out or killed.
The place is easy to see from a distance, thanks to the large water tower, windmills, and rickety lookout towers. Quickly check the gift shop for food, Detergent, and three Ammo Boxes.
4.09: JALBERT BROTHERS WASTE DISPOSAL (LAT -18/LONG 03)Edit
A small and thoroughly irradiated disposal site is located in a gully to the east of the main north–south road. A Radiation Suit or Rad Chems are recommended. The exterior area is devoid of items; stay to the south and investigate the two offices, starting with the one on the south side of the road gate.
4.11: FORT BANNISTER (LAT -18/LONG 01)Edit
A main military installation that suffered a direct hit back when the bombs fell is now the headquarters for the Talon Company. From a distance, this place looks like a small refugee camp with tents, biton closer inspection the Talon Company appear and take no prisoners.
4.G: FISHING HOLE AND YAO GUAI LARDER (LAT -17/LONG 09)Edit
South of the MDPL Mass Relay Station is a small fishing shack and outhouse. The real danger lies in the rocks behind the shack; this is where a pack f three Yao Gui are hoarding their kills.
4.J: WASTELAND GYPSY VILLAGE (LAT -18/LONG 06)Edit
A ramshackle community, making the best of the nuclear weather, has gradually fallen into disrepair, and its inhabitants are gradually turning Ghoulish.
On the highest ground near the large tree, check the open refrigerator for a Skill Book. Inside the shack is a skeleton in a bathtub, who ended it all with a toaster, Locate the following:
- Tumblers Today (7/25) * Combat Shotgun and Ammo
- Ammunition Box (2)
4.K: WASTELANDER PYLON (LAT -14/LONG 05)Edit
Two Feral Wastelanders have made their home in one of the power towers). Dispatch them and loot their treasures; there's a personal footlocker, Darts, and a variety of other items to loot:
- Assault Rifle * Scribe Pre-War Book (32/103)
- First Aid Box * Mini-Nuke (24/92)
- Ammunition Box * Holotape: Keller (8/24)
4.Q: BANNISTER CRATER (LAT -14/LONG -01)Edit
The massive bombardment of countless nuclear strikes has turned the area to Fort Bannister's east into a hellhole; there are over a dozen large craters near the outer areas of the fort and six separate clusters of ruined buildings to sift through.
Northwest Building ClusterEdit
The epicenter of this destruction is a massive central impression known as Bannister Crater. This gigantic dent in the earth features furrows east and west of the main crater, where a Military Truck has tipped over. Check the rubble for a couple of desks you can open, a Wastelander with Radaway, and a locked safe. However, the real area of interest is under the overturned truck. An odd-looking explorer has dropped an Alien Blaster and ammo.
There are reports of strange radio signals emanating from a Crashed Anomaly [2.G].
ENCLAVE CAMP LOCATIONSEdit
CAMP E3.01 (LAT -23/LONG 09)Edit
A squad of Enclave disembarks from a descending Vertibird, which you can shoot out of the sky with a Missile or other ordinance.
CAMP E3.02 (LAT -21/LONG 07)Edit
A small exploratory force has murdered a Wastelander outside Rockbreaker's Last Gas and has set up a roadblock.
CAMP E3.03 (LAT -15/LONG 01)Edit
An expedition force is investigating Bannister Crater. There are turrets at the top with an Enclave Field Research Terminal: Crater Camp Terminal: Read them to learn that President Eden has ordered this area explored and samples from the crater taken.
Zone 5: Central Plains and PotomacEdit
The Wastelands' central area, just north of your staringlocation at Vault 101, has numerous small landmarks and interesting shacks to explore; there are a variety of Primary Locations too. Repel the Super Mutant threat at the Gearmantown Police HQ on the hill, learn how to maneuver around linked underground areas between Northwest Seneca and Meresti, and marvel at where Wastelanders choose to live—the freeway bridge settlement of Arefu beckons you! In the middle of this area is Big Town, where Large Lamplighters go when they become Mungos. There's an easy underground exploration in Springvale School too. And if you're ready for a complete freak-out, head to the half hidden Vault 106 and try to survive the surprises inside!
5.03: HAMILTON'S HIDEAWAY (LAT -07/LONG 07)Edit
Under two blasted trees is a skeleton draped over a rock. This marks the entrance to an often-overlooked cavern that began as a crude and unfinished bomb shelter. Once the bombs dropped, it became a lair for Chem smugglers. It now holds a small Raider force that fights against the mutated creatures that share the lair. Although the family aren't currently in residence here, there's much to explore.
Arefu is a modest settlement perched atop an old freeway bridge spanning the Potomac River. The residents of Arefu destroyed the north ramp leading to Northwest Seneca Station to better protect themselves from Slavers. Arefu is the last stop on most trade caravan routes traveling from Megaton. The only approach is from the south, up the ramp.
When the children of Little Lamplight reach 16, they are left with two options: leave the underground cave system and wander the Wasteland or enter a "walkabout" and head for the relative safety of Big Town. This settlement, known by some Little Lamplighters as "Mungoville," isn't named Big Town for its size but for the adults who live there. When you arrive, you see that all the outer ranch homes have been boarded up. The inner cluster of homes have sturdy defenses linking each residence, and the only way to enter and exit the place is via rope bridge at the place's north end. Super Mutants have raided these "easy pickings" for months now, and the inhabitants have dwindled to the current motley crew. This is also the destination of Red's boyfriend, Sticky, who you can chaperon from Little Lamplight as part of Freeform Quest: A Sticky Situation (page 340).
5.11: KAELYN'S BEAD & BREAKFAST (LAT -09/LONG 02)Edit
A once-thriving bed and breakfast with commanding views of the Potomac is now a wrecked shell teeming with Raiders and a Guard Dog. They are well armed and have taken the nearby ruined bridge. Attack from the higher rocky ground, heading from south to north. Also beware of the house; the mailbox is a bomb, and there's a Brahmin-Head-on-a-Chain Trap as you step inside. Your reward? A Stimpak and a Blamo Mac and Cheese; there's better loot on the corpses!
Check the area carefully, as there's a small door leading to another of Vault-Tec's clandestine attempts at testing humans who thought they'd be safe in their subterranean paradise. There are no records (even at the Citadel) of what is contained within this dwelling. Approach with caution!
5.13: JURY STREET METRO STATION (LAT -10/LONG 03)Edit
Blocked off from the other D.C. Metro tunnels, the Jury Street Station area is now a wasteland on the surface, and a home to a small but vicious contingent of Raiders down below. Begin your sortie on the main drag's east side, heading up from the overturned City Coach Liner. Pass the Red Rocket Gas Station on your right (north), heading west. Head into Dot's Diner; there's a Freeform Quest to complete in here.
5.14: SPRINGVALE SCHOOL (LAT -01/LONG -01)Edit
Northeast of Vault 101 [8.01] and on the northern outskirts of Springvale township [8.02] is Springvale Elementary School, which is now the residence of a band of bloodthirsty Raiders. There's an entrance on the western side, near the ruined bus stop. On the eastern perimeter is a power tower with a locked gate and a First Aid Box inside. Head around to the north, and there's a motorbike, a large rubble wall, and a huge gaping hole revealing that half of the school has fallen in and Raiders roam inside. The lower area has double metal doors leading to the lower-level interior. On the south wall above you is a door to the interior, too.
5.A: WRECKED VEHICLES (LAT -13/LONG 12)Edit
On the road north of the Potomac and parallel to the monorail are the remains of an ancient accident: a 14-vehicle pileup. The real find is north along a dry creek bed. A Wanderer and his dogs are camped out on the jetty to the north; you must kill him to collect his unique armor. The jetty also has food, water, Whiskey, a place to sleep, and the following:
- Ammunition Box (2) * Mini Nuke (3/92)
- Scribe Pre-War Book (36/103) * Hunting Rifle
* Wanderer's Leather Armor (35/152)
5.K: RIVERSIDE RAIDER SHACKS (LAT -03/LONG 07)Edit
There is a small encampment of three or four Raiders near Merest Trainyards. They are sometimes mistaken for the Family, until you get a closer look. Defeat them (watch for their long-range Hunting Rifle attacks), then search both shacks, where you find Chems, two mattresses, Darts, three Cartons of Cigarettes, food, detergent, and the following:
- Frag Grenades (3)
- Ammunition Box (3)
- Health and Chems
- Sawed-Off Shotgun and Ammo
5.Q: CRATERED HAMLET (LAT -01/LONG 05)Edit
Something heavy and explosive has devastated this office building and nearby hamlet, and the resulting crater is radioactive. Check the safe in the debris and the one inside the house ruin. Aside from common items, check the bath in one of the houses for a Skill Book.
5.BB LAKESIDE RUINS (LAT 01/LONG 00)Edit
Springvale's Lakeside Ruins sustained a direct hit to their office building. Watch for nearby Mirelurks. There's a Grenade Ammo Box to scavenge under the rocky banks just south of Springvale School. The Enclave also set up camp here [5.06].
ENCLAVE CAMP LOCATIONSEdit
CAMP E5.01 (LAT -05/LONG -12)Edit
As soon as you step into the ruined house here, a squad of Enclave Soldiers arrives via Vertibird.
CAMP E5.02 (LAT -11/LONG -09)Edit
The Enclave have set up a recon lookout station on the northern section of the freeway, just north of Arefu.
CAMP E5.04 (LAT -08/LONG -03)Edit
The Enclave are investigating Brahmin mutilations near an overturned radiation barrel container. Check the broken bridge section and the Modified Deathclaw in a containment cage.
CAMP E5.05 (LAT -05/LONG 00)Edit
A team are executing a "cleansing" operation, burning Wastelander corpses at the Ruined Farmstead and Outbuilding [5.Z].
CAMP E5.07 (LAT 01/LONG -01)Edit
A field research team is studying the mutated creatures in the nearby area. A field terminal has two field entries: "Mirelurk" and "Great American Cockroach."
Zone 6: Eastern Hills and D.C. OutskirtsEdit
There's a little more life and more built-up areas to investigate in this neck of the woods; but there are still vast tracts of rural desolation to trudge around too. Beginning in the northwest, visit the Scrapyard for a new furry friend, and visit the Wheaton Armory if you're after a challenge with a huge payoff. Canterbury Commons is an important destination for Traders, and don't forget the two motor company factories, now home to more than just rusting car parts. To the southwest is the sprawling Bethesda Ruins and its surroundings. At the outer edge of the D.C. Ruins is a completely wrecked National Guard Depot and a Metro Station leading into D.C. itself. Finally, don't forget to say hello to Gary!
6.04: WHEATON ARMORY (LAT 10/LONG 08)Edit
An old military base is now one of the major locations of power for the Raiders as they fan out from the nearby Bethesda Ruins. Once the Enclave arrive, expect the two factions to fight each other in this locale. There are the well-defined northern and southern gates and a gap in the fence to the west and southeast (the best way if you're Sneaking in here).
6.05: CORVEGA FACTORY (LAT 16/LONG 05)Edit
One of the two giant car conglomerates back before the bombs fell, the Corvega Factory still has a faded grandeur to it, although the place is now overrun with Giant Ants. Before you start your bug hunt, check the exterior surroundings and the irradiated container to the south, which has a Skill Book.
6.07: BETHESDA RUINS (LAT 05/LONG 03)Edit
This is one of the largest urban areas outside of D.C. When navigating through this area, there is a main cluster of Raiders you should aim for. Head east along the main drag. Pass the huge billboard, the ruined building on your right, and fight Raiders on your way to the T-junction with the burned-out hovels of a Coach Liner. Two blocks south, near a blue car, is the manhole to the Bethesda Underworks. Keep going south, and you reach a radioactive drainage flow area, now little more than soggy ponds.
Back at the wrecked Coach Liner T-junction, head northeast, into the large ruined building with the concrete block balcony overlooking the Coach pieces. There are two Ammo Boxes here. Head up a floor if you want to snipe from this location, especially at the Raiders to the east, on ground level by the truck container.
6.08: CHRYSLUS BUILDING (LAT 08/LONG -01)Edit
On the southern outskirts of the large Bethesda Ruins is a concrete building that's seen better days; it was once the headquarters for the Chryslus Motor Company. There is a single entrance.
6.09: ROCK CREEK CAVERNS (LAT 14/LONG -02)Edit
The northern edge of the D.C. Metro outskirts isn't the first place you'd expect to find a giant underground Mirelurk cavern, but access to this gloomy and dangerous locale is available, thanks to a large crater created after a gas explosion.
6.10: NATIONAL GUARD DEPOT (LAT 18/LONG -03)Edit
On the outskirts of the D.C. Metro Area is a National Guard Depot with two Guard Protectrons. The building looks sturdy from outside, but it is devastated on the inside. However, there is a huge amount of weaponry and ammunition hidden deep in the basement armory.
6.G: RADIO MAST YANKEE BRAVO (LAT 16/LONG 07)Edit
Activate the Electrical Switch atop this rocky hill to receive Radio Signal Yankee Bravo, a series of guttural murmurings and throaty growls.
It is coming from a sewer grate to the west–southwest. Triangulate the signal to precisely locate it.
6.R: CHRYSLUS BASEBALL FIELD (LAT 08/LONG 00)Edit
A small baseball field erected by the Chryslus Corporation for its workers, now home to two filthy Raiders.
6.Y: JACKKNIFED TRUCK (LAT 09/LONG -03)Edit
Along the main road through the northern edge of the D.C. Ruins, there are Talon Mercs scouting the area. use the truck as cover.
ENCLAVE CAMP LOCATIONSEdit
CAMP E6.01 (LAT 05/LONG 07)Edit
A Vertibird lands at the Scrapyard's perimeter, depositing a small advance guard.
CAMP E6.02 (LAT 13/LONG 09)Edit
There is a roadblock in the middle of the Brahmin pastures. On a table is a terminal where you can view a list of catelogued weapons, as well as transients they've logged (and probably executed).
CAMP E6.03 (LAT 16/LONG 08)Edit
This is known as Rho Camp. An officer has set up four turrets at this crossroads to guard him while he waits for field soldiers to report back. Kill the officer by using Sneak and a Stealth Boy, then Pickpocket him and drop in a grenade. Search him for the Experimental Rho ID. Access the terminal to read more about the chip in the ID. You can wander around this small camp unimpeded by the turrets. This means you can lure enemies back here and let the turrets do the firing for you.
CAMP E6.04 (LAT 12/LONG 02)Edit
A unit has successfully modified a caged Deathclaw under the freeway, near the gas station.
CAMP E6.05 (LAT 10/LONG 02)Edit
The Raiders fight back! A group of hearty (but deranged) individuals have killed and stolen the Enclave's weapons and armor, and they now face you in this area.
CAMP E6.06 (LAT 20/LONG -01)Edit
A small Enclave medical unit is rounding up Ghoulish Wastelanders and massacring them. Watch for the Flamer Soldier. There are Stimpaks in the mobile medical bay.
Zone 7: Southwest TerritoriesEdit
Divided by a large freeway skeleton, the southwest corner of the Wasteland features rocky and treacherous terrain that flattens out the farther east you go. The northern part of this zone is dominated by the massive Raider stronghold of Evergreen Mills, where your mettle is sure to be tested. Nearby is Smith Casey's Garage and the secrets it contains down below. Bring extra ammunition if you're venturing near the Yao Guai tunnels, and be prepared if you dare to disturb the unspeakable madness slowly stirring within the Dunwich Building! But the big draw is the largest structure outside the D.C. Mall—the monument to excess called Tenpenny Towers. It's a great place to live, whether your neighbors have smooth or lumpy skin....
7.02: CHARNEL HOUSE (LAT -21/LONG -04)Edit
This residence is a Raider base, complete with a couple of Brahmin in a pen. Try approaching from the rocky outcrop above the house, and quickly dispatch the Raider sniper. Beware—the grounds have Mines. Search the place, disarming any Mines you find, and open the three Ammo Boxes on the upper floor, grabbing the Skill Book too.
7.03: SMITH CASEY'S GARAGE (LAT -22/LONG -08)Edit
SMITH CASEY'S GARAGEEdit
Smith Casey's Garage is a crumbling, nondescript building, but it holds an amazing secret: it is the entrance to Vault 112, which in turn is an entrance to a virtual reality known as Tranquility Lane.
Vault-Tec assembled Vault 112 with just the core commodities to sustain inhabitants in the Tranquility Lane simulation. A small corps of housekeeping Robobrains keep everything working, and Immersion Recliners keep inhabitants in a state of stasis.
7.04: EVERGREEN MILLS (LAT -18/LONG -07)Edit
One of the most dangerous locations outside the D.C. Metro Area, Evergreen Mills is a massive Raider stronghold, and you'll need to tool up and use a mixture of Sniping and Sneaking. You can either snipe from the rocky promontories surrounding the main buildings or head southwest, along the rocky ledges above the railroad track. Stay elevated; you don't want to be shot at while you're on the ground, as it is difficult to hit the aggressors. The following sweep was made traveling along the railroad, toward the outer buildings.
Smiling Jack's WorkshopEdit
Strip Club BarEdit
"Good Time" CellsEdit
7.05: GIRDERSHADE (LAT -26/LONG -11)Edit
Girdershade is a tiny settlement located under an overpass. It got its name from the broken-off portion of the bridge and the exposed girders: all that's left of its superstructure. The population of Girdershade numbers two, Sierra Petrovita and Ronald Laren. They are both long-time residents of the settlement, Sierra having been the "founder" of the place and Ronald occupying the second house after its original occupants were slain.
7.07: JOCKO'S POP & GAS STOP (LAT -22/LONG -12)Edit
Adjacent to a rusting Red Rocket Gas Station and south of the freeway is a shack that used to sell pop and gas. There are still a few items to collect: food and beer, a Carton of Cigarettes, a Work Bench with a Bottlecap Mine, and the following:
- Nikola Tesla and You (14/25) * Schematic: Bottlecap Mine (12/23)
- Nuka-Cola Quantum (52/110) * Work Bench
7.08: VAPL-84 POWER STATION (LAT -15/LONG -12)Edit
This power station is a gated transformer cluster and a parked truck. Fight a Yao Guai that mauled a group of Raiders. Search them and the back of the truck:
- Ammunition Box (3) * Mini-Nuke (44/92)
7.09: F. SCOTT KEY TRAIL & CAMPGROUND (LAT -27/LONG -15)Edit
This is arguably the most dangerous of the scenic campgrounds in the Wasteland. Surrounding this central area are a small series of paths with rocky crags on each side, essentially hemming you in when an enemy pounces. Since Yao Guai, robots, and a Deathclaw are active in this area, such maneuvering can be deadly! The reward is worth it, though:
- Duck and Cover! (15/25)
- First Aid Box * Schematic: Deathclaw Gauntlet (13/23)
7.10: ROBCO FACILITY (LAT -14/LONG -15)Edit
Close to Tenpenny Tower is a sprawling factory where the RobCo Company used to produce the nation's finest automatrons for domestic and military use. The facility remains intact, and the surrounding exterior is actually rather safe. There's only one entrance.
7.11: DUNWICH BUILDING (LAT -26/LONG -18)Edit
In a remote and blasted heath surrounded by rocky terrain in the southwest corner of the Wasteland in the Dunwich Building. Once a thriving complex forming part of the Dunwich Borers Corporation, it has fallen into ruins. Raiders and Scavengers are rarely ready to risk venturing into this structure, and those surviving a look inside are never quite the same again. Ronald Laren, over at Girdershade, mentions the strangeness of this structure. Enter the main (and only) entrance.
7.14: TENPENNY TOWER (LAT -16/LONG -17)Edit
Tenpenny Tower is a shining beacon on D.C.'s new urban landscape. However, Allistair Tenpenny only offers this new life to those tenants he personally deems "worthy"—which excludes the majority of those living in the Capital Wasteland. The front gate is heavily guarded; you must bribe or Speech Challenge Security Chief Gustavo into the forecourt.
Boutique Le ChicEdit
Run by Lydia Montenegro. Her snooty and high-minded manner is legendary. You can Trade with her here. Or, kill Lydia, take her key, and open her locker for free. Hack her terminal or open her wall safe, and expect annoyance at the very least (if you're not spotted) or outright hostility (if you are), and a load of Caps.
Shakes is your bar-droid. You can request a drink. There are shelves of alcohol to steal too.
Before you do, Hack into the counter terminal and change the drinks prices; you can save up to 50 percent!
The Cheng SuiteEdit
Home to Irving Cheng. His wall terminal proves he's a closet totalitarian!
7.D: MILITARY CHECKPOINT AND TENT (LAT -22/LONG -06)Edit
North of Smith Casey's Garage is a small military blockade. The radiation the military was sent to clear up—a small pool across the road—is just north.
7.F: RUINED CALVERTON VILLAGE (LAT -14/LONG -07)Edit
7.O: CHINESE PILOT'S SHACK (LAT -29/LONG -15)Edit
7.Q: WARRINGTON TOWNSHIP (LAT -18/LONG -16)Edit
7.R: LUCKY'S GROCER (LAT -18/LONG -20)Edit
Lucky probably died screaming as the skin melted from his face, but his store still survives. Once inside, you're greeted by a Scavenger who trades here. There's a Skill Book you can take, but anything else is seen as stealing. You can Trade and Repair here.
7.T: RUINED OFFICE BUILDING (LAT -14/LONG -19)Edit
The ground floor is mainly rubble, and there's the corpse of a Chinese Commando. Search him, then head up the rubble pile to the second floor, where a bookshelf holds a Skill Book, a couple of Stimpaks, an Ammo Box, and a Scoped .44 Magnum next to a skeleton.
ENCLAVE CAMP LOCATIONSEdit
CAMP E7.01 (LAT -28/LONG -04)Edit
Two soldiers attempt to keep a Modified Deathclaw in check; with limited success.
CAMP E7.03 (LAT -23/LONG -12)Edit
A Vertibird drops a small squad of Enclave troops to commandeer the area around Jocko's Pop & Gas Store [7.07].
Zone 8: Southern Plains and D.C. OutskirtsEdit
Your first experiences out in the Wasteland begin here, in the local area around and south of Vault 101. After trudging through Springvale, your first place to investigate has to be Megaton; there's a huge amount to discover, and a variety of improvements you can make to your inventory and Cap collection. Press farther south to reach Fort Independence, the seat of power for those Brotherhood Outcasts who abhor the leadership of Elder Lyons. Head into more rural areas and stay a spell at the delightful hamlet of Andale. Could this be America's perfect township? Then, just for the taste of it, check out the place where soda and radioactive isotopes combine—the Nuka-Cola Plant!
8.02: SPRINGVALE (LAT -02/LONG -04)Edit
The township of Springvale is one of the first areas of devastation you may witness after exiting Vault 101. This derelict and pitiful hamlet is close to Megaton. Check all the mailboxes and drop-off boxes for items; one contains a Skill Book. One of the four ruined houses has a safe to open, another has food in a fridge. The water tower to the south is a source of irradiated water.
The remaining buildings to the north of the Red Rocket Gas Station are empty. There is a small ranch and a nearby Raider camp, pushed back into Springvade Elementary School [5.14] by the well-defended folks at Megaton. The Small Ranch is home to Silver, with scattered Chems, Food, and a First Aid Box (all must be stolen, with a Karma hit each time you grab anything)."
8.04: FORT INDEPENDENCE (LAT -06/LONG -13)Edit
Battling Raider incursions in Fairfax Ruins, the Brotherhood Outcasts have a stronghold of their own, a place sealed except for the front entrance. Approach along the road heading north, and you're stopped by Defender Morgan under the bridge defenses. Ask who she is; she collects technology so it doesn't fall intro the hands of idiots. She suggests you speak with Protector Henry Casdin (Freeform Quest).
8.06: CLIFFSIDE CAVERN (LAT -10/LONG -17)Edit
Amid some treacherous craggy rocks overlooking an impressive vista, locate a small trail down to a cave festooned with chains, graffiti, and tricycles. There are Raiders in this cave system, but you're not the only one mauling them and eating their boxed edibles. Enter here or search farther up the crags for an optional second entrance.
Welcome to Andale, winner of the Best Town in the USA contest. At least, that's what the two families who live here want you to believe. While the rest of the settlement of ruins is devoid of items (aside from the mailboxes), there are three intact structures, which house the Smith and Wilson families, plus Old Man Harris, who's a bit of a kook. You may run into Junior Smith or Jenny Wilson, the two kids, playing outside.
8.08: RED RACER FACTORY (LAT 02/LONG -15)Edit
On the outer western edge of D.C. Interior is a large factory that used to manufacture cute little Red Racer Tricycles. Production stopped 200 years ago, and the place is remarkably intact, especially as the surrounding area is so dilapidated. It is said that the factory is home to a mad scientist who works on radiation experiments and has an army of radio-controlled Ghouls and Muties to protect the place.
8.B: RADIO MAST OSCAR TANGO AND HAMLET (LAT -11/LONG -05)
8.C: DRAINAGE CHAMBER (LAT -11/LONG -04)Edit
Technically the southern part of Jury Street [5.13], there's a radio mast to switch on after you unlock the gate and activate the electrical switch.
Listen to Radio Signal Oscar Tango; careful triangulation leads you to a manhole cover [8.C] on the road, near one of the houses.
8.S: SCAVENGER'S BRIDGE (LAT 02/LONG -13)Edit
A Scavenger and his dogs live in a shack on this pedestrian bridge. Trade and request Repairs from him. The stall has Darts and Spikes, but the real prizes are the following items and three Skill Books you can Steal.
ENCLAVE CAMP LOCATIONSEdit
CAMP E8.02 (LAT -11/LONG 08)Edit
A Vertibird swoops down to land near the shacks of Independence Hamlet, depositing a small recon unit.
CAMP E8.04 (LAT -01/LONG -13)Edit
A forecort to the east of Fairfax Ruins receives a Vertibird, and three-man Enclave forward assault team head out.
CAMP E8.05 (LAT -08/LONG -15)Edit
In an attempt to secure the freeway skeleton north of the Overlook Drive-In, a team is dropped from a Vertibird.
Zone 9: Exterior D.C. Metropolitan RuinsEdit
This is essentially the "exterior" portion of the massive interlocking network of locations linking the Capital Wasteland to the underground tunnels (page 454), which in urn, lead to the D.C. Interior Zones (page 416). There are many places of interest to check out, from the anarchic Raiders at the Super-Duper Mart to the large Mirelurk nest inside the Anchorage Memorial. There are some vital locales, too, like the ruined town of Grayditch; the Brotherhood's Citadel; the scientists over at Rivet City; and your father's life's work, Project Purity, over in the old Jefferson Memorial.
9.08: DUKOV'S PLACE (LAT 11/LONG -08)Edit
Dukov barricaded both sides of his front and back door, warning you of dire consequences if you don't holster your weaponry. The "place" is a large stone building overlooking the Potomac and is in reasonably good condition. Enter via either set of doors.
The mansion is a large game room with bedrooms upstairs. Talk to Dukov about his women, his drinking, and his key (if you've already spoken to Mister Crowley), which you can earn or take from him. Make a quick inspection of the premises.
Grayditch was once an affluent area before the bombs fell, with fancy brick walkways and brownstones. Now, most of the fancy (but structurally weak) buildings have been blown away, leading to only some of them being usable as shelters. It is the hideout of a small boy and a strange scientist, both unrelated to each other. The area to concentrate on is south of the Sewer Waystation [9.03] and northeast of the Outpost [9.I].
9.11: THE CITADEL (LAT 08/LONG -14)Edit
This large building is the remains of an old operations base known as "the Pentagon." It is well defended and impenetrable until you arrive with Doctor Li after escaping from the Jefferson Memorial during Main Quest: The Waters of Life. You can speak to Paladin Bael at the front gate, but he doesn't allow you access until Doctor Li demands it.
9.15: RIVET CITY (LAT 18/LONG -17)Edit
Rivet City is a massive, dry-docked aircraft carrier, now the largest Wastelander residence around and home to a large number of odd, interesting, friendly, and strange characters. Access Rivet City from the rusting platform on the north, using the intercom to request the drawbridge. Inspect the deck for some items and a rather impressive Plasma Rifle that Security Chief Harkness is carrying. You'll need to figure out his secret to receive it.
9.18: ARLINGTON LIBRARY (LAT 08/LONG -19)Edit
Still standing amid the rubble is this imposing library with its Greek columns and single entrance, across from the Alexandria Arms. Enter via the single set of doors. Before you head inside, inspect the Pulowski Preservation Shelter, where a corpse still clutches the following items:
- 10mm Pistol and Ammo * Guns and Bullets (18/25)
9.C: RUSTING TRAFFIC ACCIDENT (LAT 04/LONG -07)Edit
Just north of the Sewer Waystation is the scene of an ancient traffic accident. It makes a great explosion!
9.I: OUTPOST (LAT 04/LONG -11)Edit
On the southern outskirts of Grayditch is an office building with a pair of metal doors on the south wall. Wastelanders have gone a little too Feral to be friendly. Dispatch or Sneak around them, and search the outpost for a bed, food and cleaning supplies in the fridge, two Cartons of Cigarettes, some Darts, a gun cabinet, and a back room with an imprisoned Super Mutant and more goods. Unlock the Super Mutant's gate when you're using Sneak and a Stealth Boy. This is a great tactical way to start a fight between Feral Wastelanders and the Mutie! Disarm the terminal from behind to grab the Frag Grenade; it's a trap!
9.K: POTOMAC BRIDGE (LAT 10/LONG -11)Edit
The Key Bridge stretches from the east to west banks of the Potomac, from the Super Mutant's office domain [9.P] to the Citadel. This is a major span and a good way to head back and forth to the two large sections of town without getting your feet wet (and irradiated). The Key Bridge is destroyed on the Citadel (west) side, and there are some smaller arches to investigate; there's a small Raider camp with Chems, beer, a locked safe, and a Raider standing next to a fire extinguisher that's too good a sniping opportunity to miss. On the eastern end, beware of Muties with missile launchers!
9.Q: SUNKEN BOAT AND JETTY (LAT 11/LONG -15)Edit
Check the jetty for two personal footlockers (both locked), and enter the boat's cabin to spot an Ammo Box, a few Chems, and the boat's captain—what's left of him.
9.W: TALON COMPANY RECON CAMP (LAT 08/LONG -20)Edit
South of Arlington Library, a reconnaissance unit from the Talon Mercenary Company is well armed and hunkered down. Beware of incoming robots, missiles, and a turret. After combat, check the ruined building where the camp is located. There are bunk beds, batteries, a wall terminal for deactivating the turret (Sneak here to shut it down), a Carton of Cigarettes, a Work Bench with a Bottlecap Mine, an undercounter safe, and the following:
- Work Bunch * Stealth Boy
- Ammunition Box (7) * First Aid Box (2)
- Nikola Teska and You (19/25) * Counter Safe Items
9.X: SMALL SEWER (LAT 09/LONG -20)Edit
Southeast of Arlington Library near the Talon Company Camp is a sunken set of steps leading to a door. Open it, and enter a small subterranean sewage treatment area.
9.BB: RED SPEEDBOAT (LAT 12/LONG -20)Edit
ENCLAVE CAMP LOCATIONSEdit
CAMP E9.01 (LAT 12/LONG -07)Edit
An Enclave Officer is guarding a large container, which contains a Modified Deathclaw.
CAMP E9.02 (LAT 7/LONG -18)Edit
A Vertibird lands in the forecourt northwest of the Arlington Library, depositing a small squad of three soldiers. Try launching a missile as it comes in to land.
Zones 10–21: Interior D.C. Metropolitan RuinsEdit
Zone 10: Chevy Chase OverviewEdit
10:01: TENLEYTOWN / FRIENDSHIP STATION (CHEVY CHASE NORTH)Edit
Just north of the exterior plaza linking Chevy Chase North is the Early Dawn Elementary School, a ruined structure with Super Mutants battling to reach the G.N.R. Offices from this location. Ideally with Brotherhood backup, head through the maze of corridors, or ascend either of the two stairwells to the upper floor, which provides better sniping opportunities. This leads to the plaza itself, which is the scene of a fierce firefight with Super Mutants, and one of their spectacularly gigantic offspring, the Behemoth. You can help defeat it by obtaining the Fat Man and Mini-Nuke from the corpse of the fallen Brotherhood Knight on the plaza fountain. Once all greenskins are defeated in the area, you can enter the offices via the main door. Or, climb the rubble pile and enter via the south side door.
10.F G.N.R. PLAZAEdit
This large plaza is where a terrifying battle between Brotherhood Soldiers and the Super Mutants holed up in the nearby elementary school takes place. Retrieve a Fat Man from the corpse of a Brotherhood Soldier to defeat the Behemoth, if you wish.
Zone 11: Dupont CircleEdit
11.05: DUPONT CIRCLE STATIONEdit
The base of the escalators allows access into the interior and also the south entrance of the collapsed car tunnels. At the top of the escalator, you can cross a pedestrian footbridge, peering over the side at the Ghouls and city coach liner [11.B] (fall into the area with the Ghouls, and use the nearby concrete steps or rubble piles to climb out), and gain access northward, with increased Raider activity.
11.C: RAIDER OUTPOSTEdit
Raiders in this area are a nuisance; take over their base if you can. Assuming you're moving north from Lady Frumperton's, disarm the Mines, watching for Raiders coming out of the brick house to the north. Go through the house, to the base of a concrete building you can skulk around, or head into. Once inside, head up the first set of steps, slaying Raiders on the way. On this floor, you can snipe at the fountain, or head across planks to one of two roofs.
They lead to one of two brick terrace buildings. The western one has an open air floor to step on, with a mattress, tools, and a bookcase with Psycho and the listed items below. The other planks lead to a building with no items. From either location you can head down to a Pulowski Shelter. You can use these buildings as cover for dashing to the nearby Metro Junction (Dupont Circle Northeast), or attacking the fountain.
11.D: RAIDER FOUNTAIN FORTIFICATIONSEdit
The central area to this Raider stronghold has three Raiders at the fountains, surrounded by sandbags, who can call on reinforcements from the Outpost. As the area is heavily minded, you can sneak, using a Stealth Boy, disarming Mines, stepping into the central fountains, and then executing the Raiders. This is a good surface shortcut, although you can't climb up to this area from the north.
Zone 12: Vernon SquareEdit
Endure the nasty radiation leaking from this crashed rocket, and the large crater it made (up to +30 Rad/Sec), head down the rough steps to the sewer grate, and enter.
Zone 13: Takoma ParkEdit
13.04: TAKOMA INDUSTRIAL FACTORYEdit
The main building to search in this zone is the imposing Takoma Industrial Building. Only a small section can be investigating internally. Battle the factions fighting their own war, and enter via a garage door, adjacent metal door, or door around the corner, in the middle of the building.
This is where conveyor belts used to dump Abraxo Cleaner; there's as much Abraxo as you can carry.
13.I: TALON COMPANY MERC TENTEdit
Currently being commandeered by Super Mutants, this tent holds some items and a mattress. Continue along the alley to the south, and use the planks to access the main area in front of the Takoma Industries building, near the irradiated pool.
13.J: HIDDEN IRRADIATED POOLEdit
Well hidden in the northeast corner of this zone is a large irradiated pool. Exit from the Takoma Industries building, and locate the section of radio mast in the canal. Use that as a bridge. Follow a rubble passage north and east and repel a trio of Ghouls. Then search the bodies of two scientists, and their camp for Rad-X, RadAway, a mattress, 10mm Ammo, and Isabella Proud's Terminal. The eight entries provide fascinating insight into lumpyskin society!
Zone 14: GeorgetownEdit
14.06: TOWNHOME (MCCLELLAN HOUSEHOLD)Edit
"Read Children Bedtime Poem"
He heads to the bunk-bed room, and reads to the two tiny skeletons:
This is a poem by Sara Teasdale (1919). Also used in the Ray Bradury short story, "There Will Come Soft Rains" from the Martian Chronicles).
14.08: LA MAISON BEAUREGARD LOBBYEdit
A once-swanky, now-crumbling hotel is guarded by a couple of meaty Mutants. Once in the lobby area, head to the lobby desk and claim the beer and Skill Book. Deal damage to a Mutant on the balcony armed with a Missile Launcher, then climb the dirt pile, and scoop up the Mini-Nuke, three Missiles, Stealth Boy, and Stimpaks from the pool table. Behind the bar there's a fridge with food, a corpse with a .32 Pistol on the counter, and a Nuka-Cola Quantum. The rest of the hotel is blocked.
Zone 15: Pennsylvania AvenueEdit
15.01: FREEDOM STREET STATION (PENN. AVE. NORTH)Edit
On the north side of the giant, four-sided "salute to industry" statue is a Metro Station that leads to the Metro Central labyrinth. It takes a while, but you can go anywhere from here. On the other side of the statue is a Super Mutant playing with his victim.
15.02: WHITE HOUSE UTILITY TUNNELEdit
The White House was destroyed when the bombs fell. The only access point is a manhole to a Utility Tunnel in the northwest part of the courtyard.
Stunt Gone AwryEdit
At the crossroads is a rusting car. It appears a lunatic attempted to leap the car using a bike (which is farther up the tunnel). Outside, you appear in the ruins of the White House, still highly radioactive. The only living remains are a pair of frightening Glowing Ones. Face them, or flee to one of the concrete "island" on the column supports that are still standing, and blast them from here for some RadAway, and a grand prize.
15.04: METRO CENTRAL (EXTERIOR)Edit
An impressive Metro entrance, made more memorable by the Gore Bags above the escalators, is Metro Central; the hub of Underground linking for the city. You can head in six different zones from here, but use this only when you're experienced enough to handle a long trip Underground. On the surface, expect medium resistance from Super Mutants.
15.05: PENN. AVE. / GEORGETOWN METRO (PENN. AVE. NORTHWEST)Edit
Close to the White House crater, and adjacent to the hotel, head here when you want to reach Georgetown in a hurry. You're close to a group of Brotherhood soldiers manning sandbag defenses [15.C].
15.A: CONTAINER TRUCKEdit
North of the Brotherhood barricade is a container truck, where a Super Mutant is ripping apart three Wastelanders. Kill the beast, then check the truck container.
15.C: BROTHERHOOD OF STEEL BARRICADEEdit
The Brotherhood is fighting a battle with Super Mutants to stop them from swarming the White House crater. The Paladins all wield heavy weapons, including a Gatling laser, so you may want to step back and let them take the damage, then scavenge the Holotags, armor, weapons, and items from the sandbags afterward.
Zone 16: Arlington National CemeteryEdit
16.03: ARLINGTON HOUSEEdit
On a hillock west of the main cemetery area are the remains of the once-grand Arlington House, now a rotting monument to this past civilization. The area is great to flee to, as the trees, flagpole, and bushes provide good cover to snipe from, and the view is commanding. There is an unlocked door as well, so enter the building for an exploration.
If you have the Lawbreaker perk, a Raider named Junders Plunkett is working near an old shrine to Abraham Lincoln. He can't be reasoned with, so beat him to death. The wine from the shrine if yo wish. Check Plunkett's bed; there's whiskey, a Carton of Cigarettes, and Chems here. Note the safe, Work Bench, Bottlecap Mine, and shelf with Chems and a Bobblehead.
16.04: ARLINGTON / FALLS CHURCH METRO (CEMETERY SOUTH)Edit
If you're after the Capital Wasteland, head to 16.01 instead. The exterior of this station is near a number of rusting (and explosive) cars stacked as defenses.
16.05: MAMA DOLCE'S PROCESSED FOODSEdit
The Chinese had managed to install themselves in D.C. with a small Spec. Ops. force, using Mama Dolce's food processing factory as a front. Now, years later, the descendants of those original Chinese agents continue to use the factory to remain protected and hidden from the native citizens of the Capital Wasteland. As you approach one of the two entrances to this structure (the Processed Foods of Distribution metal doors), there are no signs of life at all. Check your Pip-Boy's Radio as you go; the Chinese have the People's Republic of America Radio spewing propaganda throughout this area!
Zone: 17: The MallEdit
17.01: LINCOLN MEMORIAL MAINTENANCE ROOM (LINCOLN MEMORIAL)Edit
Leroy Walker and his band of Slavers are the largest contingent outside Paradise Falls, and they have secured the Lincoln Memorial so it doesn't fall into the hands of Abolitionists and become a beacon for freeing slaves, and ruining their business. Currently there are around half a dozen Slavers on the steps and behind sandbag defenses at this structure. Locate Silas and he takes you into the maintenance room. Should you sneak around this monument, the path at the base is dotted with Mines and Grenade Traps, so watch out. Inside the monument itself, there's a place to sleep, but you can't access the steps unless you've begun hostilities with the Slavers.
17.03: MIRELURK NESTING HOLEEdit
Near the irradiated, waterlogged Mall area, by a coach liner [17.B] is a damaged sewer line. You can enter the exposed grate. It leads into a large underground cave system packed with Mirelurks.
17.04: GEORGETOWN / THE MALL METRO (NORTHWEST)Edit
This often-used located is the usual place to enter the Mall, if you're heading from the cratered remains of a tunnel in the Georgetown zone. As you exit and head east, beware of a pack of Vicious Dogs.
17.05: THE WASHINGTON MONUMENTEdit
This is the biggest landmark in the entire Wasteland, and one you should use to situate yourself in almost any of the zones. It's guarded by Brotherhood Paladins from Super Mutant attack. The entrance is sealed to visitors except during the quest. Head inside, enter the foyer, and use the golden elevator to reach the observation deck, where a radar dish needs to be affixed. There's some 10mm Ammo, a place to sleep, and an incredible view from up here.
17.07A: MUSEUM OF HISTORY ENTRANCEEdit
Willow: You can ask her about Underworld and converse generally about her job. Directly under the entrance to the Museum of History is a set of escalators heading down to an Underground station that links indirectly to the maze known as Metro central. A good escape point, and if you visit Rivet City (or south), head out from here or the Museum of Technology Station [17.09] on the opposite side of the Mall. Although the museum's facade is crumbling, the building is still a spectacular example of pre-apocalypse architecture. Head inside through the pair of ornate wooden doors.
MUSEUM OF HISTORY ENTRANCEEdit
This comes complete with a moth-eaten mammoth and crumbling dinosaur skeleton. From here, you can visit two separate locations: the museum's lower halls, and the Ghoul stronghold known as Underworld. As you might have guessed, the latter's entrance is under the giant skull in the north wall.
17.14: CAPITAL BUILDING WEST ENTRANCEEdit
The eastern end of the Mall, on the steps to the Capitol Building, is where the fighting is fiercest. Pockets of Talon Company Mercs, Super Mutants, and (once they arrive) the Enclave for dominance. You're advised to attack from range, bring everything you have with you, and tool up for a protracted struggle. Battle to the top of the steps, using the stone buttressing as cover. Enter the West Entrance door.
17.C: BROTHERHOOD LOOKOUTEdit
A forward observation post close to the Washington Monument holds a Brotherhood Initiate, with a Knight patrolling nearby. If you're heading east, beware of a few Frag Mines laid across the road. The post itself has Rad Chems and the listed items, although all of these must be stolen, usually resulting in hostility from the Brotherhood.
17.D: BROTHERHOOD DEFENSESEdit
On the southern edge of the Mall trenches, there's a Brotherhood defense post with a dead Initiate. Grave these during lulls in combat:
- Brotherhood Holotag
- Laser Rifle and Ammo
- Power armor and Helmet
17.E: SUPER MUTANT DEFENSESEdit
This Super Mutant defense position is central in the Mall trenches, a large section in the center of this zone where Brotherhood, Mutant, and Talon Company Mercs all fight for supremacy. The trenches themselves are death-traps; snipe from a distance, tagging the Super Mutants you can see, and work your way around the tops of the trenches so you can retreat out of firing range easily.
Zone: 19: Falls ChurchEdit
19.06: L.O.B. ENTERPRISESEdit
Located at 18527 Fairford, L.O.B. Enterprises is still recognizable, east of the Super Mutant camp in the ruined office. Head up the steps to the only entrance door to this weapons manufacturer.
Zone U: Linking Underground Locations (D.C. Ruins)Edit
U13: COUNTY SEWER MAINLINEEdit
This is a thoroughfare for Wastelanders heading to and from the city, this place is filled with Ghouls, some more eccentric than others.
- Tour of Operation: Anchorage
- Tour of The Pitt
- Tour of Broken Steel
- Tour of Point Lookout
- Tour of Mothership Zeta