Fallout 3 player character housing

Fallout 3 player housing lists all ownable and non-ownable player housing in Fallout 3.

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

Requirements

 * Bed
 * Enclosed area (At least one wall) *Optional
 * At least one crate (Includes metal boxes, lockers, etc.)
 * Preferably a place that isn't a respawn point for enemies.
 * Stared locations below are potentially dangerous, but livable respawn points.

SatCom Array NN-03d Shack
Directly East of the SatCom Array

Pros & Cons

 * Initially populated by two aggresive Brotherhood outcasts
 * Multiple storage containers
 * Workbench
 * Easy to locate due to SatCom Array
 * Random encounters sometimes occur to the south and east

Pros & Cons

 * Area is populated by Talon Company Mercs. (Unless your trigger finger has something to say about that.)
 * Has a workbench.
 * Scenic overlook of the irradiated northwest through the holes in the dish at the top.
 * Extremely easy to find due to it being such an eyesore.

Fort Constantine
Technically not a Non-ownable house. (No useable bed)

Pros & Cons

 * Guarded by Protectrons, Mister Gutsys, Robobrains and Sentry Bots
 * There is a tiny shack to the left upon your entrance but it lacks a bed or a legitimate wall.
 * There is a queen sized bed in the CO's quarters but it cannot be slept in a it for some reason is listed as a owned bed.
 * There is quite a bit of loot inside but no legitimate beds in either house so they are not technically houses

Pros & Cons

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

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

 * great view
 * small
 * no enemys
 * guarded gate
 * outside full of super mutants

Pros & Cons

 * Lots of storage
 * Guarded like Fort Knox
 * Armory
 * Lab
 * Clinic
 * courtyard with target practice

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 lanucher and a defence turrett on the second floor of the building.
 * Sometimes passed by small enclave patrols after The Waters of Life is completed.
 * Good defendable 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 Southest 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

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

 * Fairly good central location
 * Guarded by Raiders
 * No Storage!
 * Multiple Beds