Fallout 3 player character housing

Non-ownable housing
Houses below are not technically ownable, but you can live at these sites.

Requirements

 * Bed


 * At least one safe container (ie: items put inside won't be wiped out when the container respawns it's loot)

Bonus

 * A place that isn't a respawn point for enemies


 * Workbench


 * Convenient location


 * Interesting decor and/or loot


 * Items don't disappear when "dropped"


 * Enclosed area (At least one wall)

Pros & Cons

 * Non-respawning desk, trunk, 2 cabinets, refrigerator


 * Multiple beds, armchairs, full kitchen, bathrooms


 * Lots of wood (which can be R3 "carried")


 * Fun glitchy lamp


 * Respawning raiders


 * Very dark and dusty (except kitchen table and upstairs)


 * Stabhappy

Pros & Cons

 * The location of the High Plains Drifter and his sniper rifle.


 * The bed is makeshift and sloppy.

Abandoned Tent
Directly South of SatCom Array NN-03d

Pros & Cons

 * No immediate enemies or spawn points.


 * Good north-central location.


 * Minor loot.


 * Multiple Storage containers.


 * Place some Frag Mines if you need some protection in case of an attack.

Pros & Cons

 * Beds and storage in Pharmacy


 * Raider Decorations


 * Approx. 15 raiders to kill before claiming


 * Near Megaton


 * Good Central Location


 * A Protectron to guard your belongings (If you take the ID badge and hack the computer in the Pharmacy)

Pros & Cons

 * Plenty of Beds and Storage


 * Many Super Mutant Brutes and Super Mutants surround the area


 * Almost impossible to get in or out without a fight


 * Good Central Location

Pros & Cons

 * It's a vault


 * Only livable/returnable if you destroy the vault


 * Plethora of beds


 * Overseer's Office with working tunnel


 * There is a storage room with many crates


 * The vault is a bit trashed with papers and a few bodies


 * Vault door CANNOT ever be closed

Pros & Cons

 * Choice of three houses


 * Once "Those!" quest completed, no enemies spawn in Grayditch


 * Central location


 * Plenty of beds and storage


 * Dr. Lesko as a neighbour, unless you killed him

Pros & Cons

 * Located in the center of a creepy graveyard


 * Shrine to Abraham Lincoln


 * Robert E. Lee's old house


 * comes with a safe, a workbench, and Bobblehead - Luck

Pros & Cons

 * Great view


 * Small


 * No enemies


 * Guarded gate


 * Outside full of Super Mutants


 * Although inside it may be safe, outside by the entrance it's dangerous for low level characters since a few super mutants may spawn by the entrance and super mutant brutes will be in the field and may start shooting at you off sight.


 * If you have Broken Steel and sided with the Brotherhood, this is a great place/opportunity to get Super Mutant blood samples

Pros & Cons

 * Lots of storage rooms


 * Guarded like it's still the frickin' pentagon


 * Private armory


 * A lab that doesn't really do anything


 * A clinic with a healing robot (Unless you haven't fixed Sawbones yet)


 * Courtyard with target practice (Includes the other BoS Initiates

Pros & Cons

 * Often attacked by raiders, but provides some experience and raider gear.


 * Extra storage boxes on the military truck near the entrance.


 * Military truck is some-what considered a good "bomb" to detonate (shooting it)to defeat spawning raiders.


 * If you kill the scavenger without the dog noticing, you'll get yourself a free watchdog!

Abandoned House
Found in the Northeast corner of the Fairfax Ruins directly across from a playground.

Pros & Cons

 * Mines at entrance and in back room


 * There is a raider armed with a rocket launcher and a defense turret on the second floor of the building.


 * Sometimes passed by small enclave patrols after The Waters of Life is completed.


 * Good defensable position with second floor and narrow stairwell


 * Back door for escape or easy movement


 * Multiple storage containers

Bombed Out Church
In the middle of the plain East of Evergreen Mills. Just SOUTHWEST of the Jury Street Metro Station.

Pros & Cons

 * Easy to Locate on large open plain


 * Three beds


 * No Storage!


 * Often Occupied by Raiders


 * Rigged shotgun at Southeast entrance


 * Minor loot


 * Sink and Toilet for regaining health


 * Plenty of good cover


 * Good central location

Talon Company Outpost
Directly South of Arlington Library. Almost near map edge.

Pros & Cons

 * Bed, storage, a working sink, radio, pool table and workbench


 * Great location near Point Lookout


 * No word on respawn or item disappearance


 * Littered with corpses and a dead Sentry Bot


 * Kind of out in the open


 * Surrounded by Mercs


 * Some of the surrounding area is mined

Farragut West Station
In a room opposite of the locked fence with feral ghouls.

Pros & Cons

 * Naval Cot


 * Lockable safe (Locks and unlocks with the terminal on the desk. There is a laser pistol and energy cells in safe.)


 * Lots of storage


 * 4 Feral ghouls trapped behind a locked fence (Cannot attack the player unless fence is unlocked.)


 * Enemies do not respawn

Pros & Cons

 * Storage, a "Free Bed" and workbench


 * Must have level 75 Lockpick or fight through some Protectrons and Turrets to get to the room


 * Via elevator: seems secure with multiple heavy doors


 * Via Coffee Machine: super cool secret entrance is revealed by "activating" the coffee machine (see video on Talk page of the Mechanist)


 * Bed is Queen Sized


 * Lots of custom weapon components


 * Sometimes, if the player moves an object in the room, the dead Protectron in the room may fly all over the place and knock over objects

Pros & Cons

 * Must find all five Keller Family Transcripts


 * Lots of storage, a "Free Bed" and workbench


 * Adjoined armory is already "decorated" with tons of Ammunition Boxes, a Minigun, a Missile Launcher, 10mm SMGs, Assault Rifles, grenades and mines


 * The Glowing One carcass can be used as a night light


 * The player must clear out a good deal of Sentry Bots, Turrets, Mr. Gutsyies, and Protectrons before "settling down".


 * Armory looks really cool


 * Bunker is kinda dirty with some skeletons sharing your bed but you can remove them and put them in the ground.


 * Comes with an Experimental MIRV!!!


 * Seems very secure with multiple heavy doors that can be closed behind you should you choose to sleep


 * No word yet on storage items disappearing

Pros & Cons

 * Well Hidden in the Mountains


 * Populated by two wastelanders


 * If killed without the dog noticing you get yourself a free watchdog


 * Minor Loot


 * Edge of map/Bad traveling location

Pros & Cons

 * A random enounter point which sends Yao Guai or Enclave Soldiers


 * Not recommended for lower level players


 * Non-Central Location


 * Multiple Storage containers


 * Minor Loot

Pros & Cons

 * Lots of storage


 * Has an armory


 * Has a simulation pod you cannot enter


 * Guarded by outcasts and turrets


 * Anytime you are at the top of the ramp going down, super mutants spawn


 * Followers cannot enter the bunker


 * The floor will be messy with blood (the fight between Sibley and McGraw) unless you were careful


 * The elevator occasionally never activates again

Pros & Cons

 * There is a lab with a baby (unless you sided with Werner)


 * There is a non-owned bed on the second floor (Needs confirmation)


 * Heavily fortified with raiders

The Pitt Underground


 * Has an easy entrance through Uptown


 * Only should be used if the player chose the Slavers' side


 * Only one Toolbox for storage


 * Has a couch

Pros & Cons

 * Has several beds


 * Glowing one downstairs can be used as a nightlight


 * Aqua Pura Crates for storage


 * Ghoul bodies are very hard to move around and/or hide


 * You gain 1 Rad per sec. when entering

Blackhall Manor
Pros & Cons


 * Has several beds


 * It has a lot of trash lying around to clear out


 * Most of this trash is quite valuable back in the Capitol Wasteland, and for any character who wants to lounge in immaculate pre-war dress


 * Has a lot of containers


 * Very large


 * Has big kitchen, library, 3 bedrooms, big bathroom, poolroom, and even a satanic sacrifical table and ritual setup in the basement

Lighthouse/Lab
Pros & Cons


 * Two entrances


 * Lots of ammo/weapons


 * Lots of beds/containers


 * Tall lighthouse perch


 * Smugglers Respawn in lighthouse


 * Before quest compeltion, secret entrance is locked


 * After quest completion, door between secret entrance/lab and bed area is permalocked, forcing you to enter through the smuggler infested lighthouse.